Mainly I use GUMSHOE rules, modified as needed for the setting. Here's a few things I changed that I can think of off the top of my head:
I cut the size of player character point pools down significantly (building characters from far fewer points in general than any iteration of GUMSHOE), but then made all pools refresh automatically at the start of every session. That way there's no need to remember from week to week how many points you spent in previous sessions. I figure CoNTINUUM has so much book-keeping via spanbooks and just general time-travel-related notekeeping, that I didn't want to have to waste extra effort and energy recording how many points are left over from last week. The smaller pools are to balance that.
Off the top of my head I don't remember exactly how many points I trimmed them down to, but I've frequently thought I could have trimmed them down a lot smaller than I did without any real consequences. Gumshoe characters get so many points, since the refreshes are only at the start of entire new mysteries/adventures, and with weekly free refreshes they only need a handful of points to advance the plot. If you trim it down too far, it's pretty easy to give the PCs bonus points later, or just let them train skills via normal Continuum training over time rules. Taking points away mid-campaign because you were too generous at the start would be rather harder.
In general, I found/ruled/converted that each Continuum skill rank above Novice is roughly equivalent one point of Gumshoe skill rating. I use 'clocks' more or less like they appear on the Continuum character sheet - each spend or roll of a skill gets you 1 step closer to the next level. If a character has no points to spend but engages in a roll anyway, they also get a clock in the skill, so it's possible to advance in a skill that you don't have or have spent all your points in already. It's not perfect, but it works well enough.
I had to add a couple of skills to cover things specific to Continuum, such as the various Aquarian Skills, and a few "better at spanning" skills to compensate for the lack of a Quick stat.
I made Gemini into a skill you could spend to have your Elder bail you out, which allows me to throw harder challenges at the player and still give them an "escape switch" for if I overdo it. These Gemini points go away when spent, and only refresh if your Span Rating increases. I did something similar with "Mentor" and "Fraternal Favors" so each PC started the campaign with a couple of "my Mentor shows up to save me" and a handful of "my chrony in the (insert specific fraternity here) owes me a favor that I can cash in right now' points. This gives the PCs a bit more narrative control than they would otherwise have in Continuum, but that's balanced by being Graceless (thus unable to spend any of those points because of too much frag, etc) feel more dangerous.
I also added a "Range" skill, of which all players have 50 points. Spending 1 point of Range lets you span a certain amount of time and/or distance, depending on your Span Rating. This was done partly to match other Gumshoe mechanics, and partly to reduce the amount of time spent calculating the exact minutes and seconds of shorter spans - while knowing your exact Age to the second is important from an in-character performance, we found it was getting in the way of keeping the plot rolling, and Range points helped make that faster. Full details at: http://transitivegaming.blogspot.com/2010/10/extreme-range.html
Besides adding things like I mentioned above, I simplified the gumshoe skill lists a bit. Most versions of Gumshoe have more crime scene forensics and evidence collecting type skill than Continuum really needs, but you may have to "season to taste" on that. There's a really light Gumshoe book called "FEAR ITSELF" that I recommend for this. Intended for less "CSI" style Gumshoe games, it has a smaller investigative skill list. It also has some good psionics-type skills that can be easily converted to represent your Aquarian Skills by just cutting out the creepy cthulhu bits.
I use Stability per Esoterrorists / default Gumshoe, and not any of the extra bells and whistles (sanity, sources and pillars, etc) from Trail of Cthulhu. I also added Continuum-specific Stability challenges/penalties, an early version of which can be seen at: http://transitivegaming.blogspot.com/2010/10/stability-chart-for-gumshoe-continuum.html
Time Combat is basically the same, but with various Gumshoe spends and rolls instead of Continuum's reliance on the Quick stat. Incidentally, that seems to have made time combat a lot more balanced, whereas before it could be really hard on characters that were created with lower-than-average Quick.
Physical Combat is much easier because Gumshoe is not a combat-intensive system. I was a little worried about that at first, but honestly it's turned out just fine. Continuum's weird hit location rules were way crunchier than the original game needed, anyway. One thing to be wary of is the Gumshoe rules for wrestling over a gun or getting the drop on someone. It's just too easy to surprise someone in Continuum (span in behind them), so I had to eliminate that or else every fight would be a single roll.
Friday, February 3, 2012
Continuum Conversion Overview
Just got an email from someone asking me for a few more details on my Continuum-using-Gumshoe conversion. As I typed up the response, I realized this should probably go on my blog in case anyone else wants to know what we changed to make this setting work with a different set of rules. (I think I typed something like this up a while ago, but I couldn't find it with a casual search today).
Obviously, that's not everything I converted to make this game run, but it's a good place to start, and about all I've got time for today. If you've got questions, drop me an email or comment.
Labels:
Continuum,
GUMSHOE,
house-rules,
Mechanics,
RPGs
Friday, January 6, 2012
New Year Continuum (Cart and Horse)
I'm pleased to say that my Continuum campaign successfully jumped back into full swing after the year-end break. The sessions Tuesday and Wednesday were both really good, with opportunities for the PCs to chew the scenery a bit, and both groups made some good breakthroughs on the projects and mysteries at the top of their "to-do" lists.
I did a little reflecting on the game during the break, and thought a lot about where we were now that the campaign's been going for 2 years. I've decided I'd like to speed things up a little, but we'll see if I can make that happen. As mentioned in recent posts, in a game where all the PCs can time-travel a decade or more at-will, it's hard to put any sort of "you have to do this now" pressure on them. You can keep throwing narcissists at them, but that eventually grows old (or overwhelming, if they just keep dodging instead of defeating the enemy). So my plan instead is to throw accolades and achievements at them. They've been in "slow simmer" mode for a while, working on various projects that will gain them some notoriety within the Continuum once everything is said and done. Well, everything's been said and the doing is happening in the next session or two. With any luck, they'll be climbing the ranks quickly this year.
As I see it, they've entered a period in the game where the rewards are higher, and the risks are correspondingly greater as well. Which is a little backwards from most gaming dynamics, but that's Continuum for you. We put the cart Down from the horse.
I did a little reflecting on the game during the break, and thought a lot about where we were now that the campaign's been going for 2 years. I've decided I'd like to speed things up a little, but we'll see if I can make that happen. As mentioned in recent posts, in a game where all the PCs can time-travel a decade or more at-will, it's hard to put any sort of "you have to do this now" pressure on them. You can keep throwing narcissists at them, but that eventually grows old (or overwhelming, if they just keep dodging instead of defeating the enemy). So my plan instead is to throw accolades and achievements at them. They've been in "slow simmer" mode for a while, working on various projects that will gain them some notoriety within the Continuum once everything is said and done. Well, everything's been said and the doing is happening in the next session or two. With any luck, they'll be climbing the ranks quickly this year.
As I see it, they've entered a period in the game where the rewards are higher, and the risks are correspondingly greater as well. Which is a little backwards from most gaming dynamics, but that's Continuum for you. We put the cart Down from the horse.
Labels:
Campaign Notes,
Continuum,
RPGs,
time-travel
Thursday, December 29, 2011
Dungeons of Dredmor
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| Get used to seeing this screen a lot. It ain't easy, but it's fun. |
Dungeons of Dredmor has a ton of variation and is highly replayable, largely due to the various character builds interacting with the dungeon in completely different ways. It's not class-based, you chose your own combinations of 7 of the roughly 30 skill trees. If you can teleport, turn enemies into meat products, build your own armor from items found in the dungeon, and rob from vending machines, you'll get a very different game then if you choose to be a vegan archaeologist with a pet mustache-golem. I'm not making that up.
Best part: Dungeons of Dredmor is dirt cheap. I got mine via one of the Humble Indie Bundles, but you can pick it up on Steam or Desura for $5 and the expansion is just another $3. The wife and I have logged over 170 hours playing it, and have shown no signs of slowing down. Seriously. You can't beat that value for your money.
As mentioned, I'm working on mods for the game, which I'll link to from this blog when they're ready for release.
Labels:
computer games,
Dungeons of Dredmor,
Modding,
Reviews
Friday, December 2, 2011
Catalog of Continuum Corners
In Continuum, a "Corner" is a meeting place, secret lair, landing pad, fort, home or workspace for time-travelers. Some are hidden away in the middle of nowhere, others exist brazenly under the nose of the teeming masses that are unaware of the true secret history of time-travel. Corners frequently have clever nicknames, used to help spanners (time-travelers) coordinate activities in lieu of a street address. If you know a lot of Corners, it's easier to get around in time and space.
Since the PCs can travel time and space at will, the GM often needs to be prepared at a moments notice to detail a new corner. You hand the PCs a clue that's written in a dead language, and they'll suddenly go looking for Corners in remote centuries where they can learn to speak it. Which means its really helpful to a Continuum GM to have at their fingertips a list of Corners, their catchy names, and their locations in time as well as space.
The following is a lengthy snippet of the master index of Corners from my GMing files for my Continuum RPG campaign. I thought these 304 tiny summaries might be a helpful starting place for GMs launching a Continuum campaign, who want to get a running head-start on the Corners of their campaign. I have redacted all the narcissist dens and major spoilers off the list (I hope) so it shouldn't ruin anything if my players poke around on the list. The original is on a file on my computer with hyperlinks and wiki table syntax, but this version is stripped down for your use in porting it to whatever database or word processing program you find useful. In theory it's tab-delimited, but the inconsistencies of HTML and blogspot might nuke that.
You'll find there's very few corners mentioned as being in the United States, for which I apologize. It's mainly a function of the specifics of my campaign. There are clusters of corners around the times and places where the main plot has been - the UK on the Cusp, and various parts of Europe during the renaissance and reformation.
A large number of these Corners have full pages in my GMing notes which go into varying detail about the Corner and its relevant NPCs, but some Corners on the list are just a placeholder that exists as little more than the data listed below. Only a relative handful of the Corners listed here have actually been home to scenes in the game. Part of the nature of Continuum GMing is that you never really know where the PCs will go, so you have to be prepared for everything. Some are locations where my plotlines (or important events in the backstories of NPCs) have taken place, others are just moments in history that struck me as an awesome place to hide a corner.
Also on the list are mentions of every Corner I'm aware of from the official published Continuum RPG materials. The last part of each entry indicates where one can find out more about the Corner in question. "CoRPG" means the main Continuum RPG rulebook, and will usually include a page number. "FI" means the "Further Information" sourcebook, again with a page number reference. There's also a few Corners here taken from various PDF adventures that Aetherco (or fans) released, such as "Identity Is All" (which I used but heavily modified for my campaign) and "Death-Hand of St. No-One". "Short-bus" means it was a corner used in my first Continuum campaign, which may-or-may-not exist in the current campaign in the form listed elsewhere on this blog. A few entries include links to websites that cover interesting historical facts that inspired the Corner, or include search terms (such as names of historical characters) that should turn up details with a little Google-fu and elbow grease. Some include explanatory notes to help me internalize and remember the concept of a particular Corner before I got around to making a full page for it.
The list remains in its index and work-in-progress version and hasn't really been edited for public consumption (other than a quick scan for spoilers). So if there's anything on the list that puzzles someone who deems themself reasonably well-versed in Continuum jargon, just drop me an email (or comment on my most recent blog post) and I'll do my best to explain.
Entries with triple-question-marks ("???") indicate details I didn't have (or need) at the time the Corner first made it on to my list. Most have since been filled in on the individual Corner pages in my GMing notes, but if I can't be bothered to update my own index page I'm certainly not going to take the time to clean it up for this publication that might well be of zero interest to anyone. The fine art of GMing prep involves knowing which bits you need and what details you can ignore for now and improvise should they come up - and that goes double for Continuum.
Hopefully there's a couple Continuum GMs out there in the internet that will find this list useful. I sometimes fear I'm the only person running this wonderful game anymore.
Corner Name Locality Years Type Further Information is available…
Absolution United States 2001 to 2152 Moneychangers FI, pg 88-91
Abtu'o (the House of Abtu) Thebes, Hat-Kaptah (Ancient Egypt) 1287 BCE to 1242 BCE Midwives FI pg 80-81
Aedes Saluto Rome 249 BCE Antiquarians Short-bus
All The Globe's A Stage Globe Theatre, London, UK 1599 - 1642 Thespians
Alpha Error CDC, Atlanta, GA United States 1970 to 2070 Physicians false positive
Always Thursday Night New Brunswick, NJ, United States 1983 to 2014 Novice Corner FI, pg 19 & 24
An Nadaba Biada (Northern Europe) 4927 BCE to 4413 BCE Midwives FI, pg 64-69
Analytical Difference London, United Kingdom 1820 to 1871 Engineers following up where Charles Babbage didn't
Antiquities Survey Atlantis, and ruins of Antedesertium 12969 BCE to 12201 BCE Antiquarians FI, pg 40-45
Anyway ??? 2117 to 2212 Thespians FI, pg 88-91
The Art of Warsaw National Theatre, Warsaw, Poland 1831 to 1924 Thespian National theatre was closed by the Russians in the wake of the November 1830 uprising led by Piotr Wysocki
Atavis Vox Rome 96 BCE to 234 Thespians CoRPG, pg 87
Atl echiechi Atl Aztec Empire 1376 to 1482 Thespians FI, pg 82-87
Avenue of the Dead Teotihuacan (Mexico) 117 BCE to 630 CE Engineers
Axabeneixa Persepolis (in modern Iran), and elsewhere with Xerxes 555 BCE to 431 BCE Engineers FI, pg 76-81
Baconiana London, England, (United Kingdom) 1586 to 1626 Mixed Fraternal: Thespian, Scribe, Engineer Francis Bacon
Barcode Piscean-Aquarian Cusp Moneychangers "Barcode" is the name of one of the algorithms that automates stock transactions.
Barnaby's Undertaker Supply and Chemical Transportation Company London, United Kingdom 1814 to 1902 Quicker CoRPG, pg 82
Bartschious Germany and Poland 1620 to 1638 Thespian Personal travels and mysteries of Susanna Kepler - Bartsch - Kowalska
Bavmaiachi Vayana 6032 BCE to 5626 BCE Scribes FI, pg 64-69
Befewa Sut (Eastern Europe) 7006 BCE to 6847 BCE Engineers FI, pg 58-63
Bell Telephonic Cambridge, MA, Washington, D.C., and Beinn Bhreagh, Nova Scotia, Canada 1875, 1876… 1922 Thespian Understudy performance of Alexander Graham Bell by Waith Go CoRPG, pg 69
Benjamin's House Hoboken, NJ, United States 1943 to 2011 Moneychangers FI, pg 19, 24-25
Bernhard Bunker London, UK 1943 to 1962 Moneychangers Preventing and profiting from Nazi counterfeiters
Beverly Hills Copse Hollywood, CA, United States 1947 to 2046 Thespians CoRPG, pg 87
Big Mike Banana Fields of Panama 1950 and the Libran Era Moneychangers preserving the Gros Michel banana http://www.damninteresting.com/the-unfortunate-sex-life-of-the-banana
Binocular Disparity ??? 2362 and Up Physicians Boxed Mental Institution Psyche
Blazon (United Kingdom) 1127 to 1492 Antiquarians serious heralds
Blitzguides London United Kingdom 1940 - 1944 Service Corner run by Midwives, Scribes & Antiquarians
Blue and white diagonal descent Red-Aqua-white (also known as "blurred clockwise from lower right, candy red - pale aqua - dull white", a telepathic representation of the city), Upsilon Andromedae 3 1830 to 4261, and 4318 to 4319 Quicker CoRPG, pg 82
Blue Box Cardiff 2003 to at least 2011… Goof-off pad for geeky Antiquarians Dr. Who starts filming here in 2004.
Blue Jewel In The Sky Lake Puma Yumco, Tibet 1641 to 1855 Novice Corner Penuri Pemba, and Prop A
Blue Sky Rising West Orange, NJ, United States 1981 to 2014 Novice Corner FI, pg 19-26
Bluestocking Le Marais, Paris, France 1605 to 1683 Midwives literary salon, ruelle style
Bound Periodical St. Pancras Library, London, United Kingdom 1971 to 2022 Scribes Overdue Brigade The British Library
Breviograph ??? Sometime Down from the 17th Century Scribes
Bull Market Manhattan Financial District, New York City, United States 1884 to 2058 Moneychangers CoRPG, pg 77
Buthaz Tireken 2438 BCE to 2260 BCE Engineers FI, pg 70-75
Cada Bastu Detu drifting boating communities of Cada Bastu (ocean-going people called the Basturo) 12707 BCE to 12366 BCE Mixed Fraternal Corner, Spans 3's and 4s. FI, pg 43-45
Cadency (United Kingdom) ??? Middle Ages or Elizabethan Midwives Cadency is Heraldry term for small elements that distinguish between arms within the same family
Caerphilly Cep Caerphilly Castle, , United Kingdom 1989 to 2012 PC's Novice Corner Caerphilly Cep
Canarias Portugal 2077 to 2153 Midwives FI, pg 88-91
Canting Arms (United Kingdom) 1485 to 1603 Antiquarians fun-loving heralds
Capitulus Rome 69 BCE to 247 Moneychangers CoRPG, pg 77
Capone's Vault Lexington Hotel, Chicago, IL 1892-1978 Moneychangers
Caress South Asia 11902 BCE to 11709 BCE Physicians Waystation FI, pg 46-51
Casa Pasadena Hollywood, CA, United States 1842 to 1987 Thespians CoRPG, pg 87
Cemetery Dogs Greyfriars Kirkyard and Edinburgh Castle, Edinburgh, Scotland, United Kingdom 1841 to 2022 Quicker
Ch'ien Chou 522 BCE to 457 BCE Quicker FI, pg 76-81
Cha me hedipa Mayan Empire 997 BCE to 762 Midwives FI, pg 76-81
Chamberlen's Machine London, United Kingdom 1572 to 1728 Midwives Birthing Forceps where the Chamberlen family secret.
Cheik Utba'e' Maihur Riki 10072 BCE to 9966 BCE Moneychangers FI, pg 52-57
Chippies London Aquarian Cusp Novice Corner
CIA Headquarters Washington, DC (with second cornerhouse in Langley, VA), United States 1947 to 2070 Foxhorn CoRPG, pg 72
Circe's Dance Paris, France 1581 Thespians Ballet Comique de la Reine
Coal Boat Cardiff 1903 to 1955 Engineers Cardiff is the worlds largest Coal port for 50 years
Cold Storage not far from the center of the Universe Lower Capricornic Era, perilously close to the Big Bang Quicker and Inheritors corner and containment facility. Matter that is unsolvably fragged is brought here to isolate it from Earth and the other inheritor systems CoRPG pg 170
Coconut Reactor Palymyra Atoll, in the Pacific Ocean 1959 to 2022 Engineers
Conquest Slab ("Building J" of Monte Alban), Zapotec culture, Oaxaca (Mexico) 393 BCE to 811 CE mixed Foxhorn & Scribes Wikipedia
Counterculture Atlantis 12970 BCE to 12191 BCE Thespians FI, pg 40-45
Crystal Triangle Piscean-Aquarian Cusp Moneychangers "Crystal Triangle" is the name of one of the algorithms that automates stock transactions.
Danse Peste Strasbourg 1515-1523, 1568 Physicians Dancing Plague
Dark Tower New York City, United States 1872 to 1931 Foxhorn
Delphine Tinte Basle, Switzerland …1568 Thespians Understudy, with some Scribes supporting.
Dendy's House Mrs. Dendy's Theatrical Lodging House, London, United Kingdom 1806 - 1968 Thespians Inspired by "Tipping the Velvet"
Der Spanner Zurich, Switzerland ??? late 20th to early 21st Century Engineers (Patch and Anticipare) CoRPG, pg 70
Dheesra Yalpaht Heerbat (Central Asia) 6534 BCE to 6312 BCE Antiquarians FI, pg 58-63
Dies Magni Rome 618 BCE to 432 Foxhorn FI, pg 76-81
Digital Divinity Bristol, UK Aquarian Cusp Engineers inspired by name of real-life Bristol technology company
Dream of the Atlantic sailing the Atlantic Geminid Era Antiquarians collection of lost ships CoRPG pg 161 - 162
Drop By Drop Tibet 1578 to 1959 Novice
Dust Southeast Asia 11759 BCE to 11644 BCE Quicker Waystation FI, pg 46-51
E'yt Turem Inet'tchedese 6648 BCE to 6432 BCE Engineers FI, pg 58-63
Ede Tre'idt Africa 7811 BCE to 7750 BCE Moneychangers FI, pg 58-63
Editio princeps Basle, Switzerland 1468-1568 Scribes Latin for the first printed edition of a previously hand-copied manuscript
Eithechtheikya ??? 8516 BCE to 8114 BCE Scribes FI, pg 52-57
Empty Wrench South-Central Asia 10850 BCE to 10537 BCE Engineers Waystation FI, pg 46-51
Ermu Ga-re-lash Cheth-edn (West Asia) 7129 BCE to 6984 BCE Midwives FI, pg 58-63
Esa Thunt Shu Siapte (Southeast Asia) 4756 BCE to 4428 BCE Quicker FI, pg 64-69
Eyeglass Case Central Asia 11817 BCE to 11762 BCE Antiquarians Waystation FI, pg 46-51
Eyo Ueiruh Reruh (“Hard Climb Penthouse”) Maihur Riki (Virgin city whose ruins are hidden in north Siberia until 2023) 9952 BCE to 9899 BCE Novice Corner FI pg 55
Fall and Rise Again Newark, NJ, United States 1951 to 1993 Novice Corner FI, pg 19, 24-25
Fene Feleen Ruabet 6766 BCE to 6497 BCE Foxhorn FI, pg 58-63
Fest deer Esel Basel, Switzerland 1431 Thespians Feast of the Ass
Field of Cloth of Gold Balingham, near Calais, France 1520 Thespians stage manager 2,000 tents and a fake castle for 3 weeks
Fire Formula Constantinople, Byzantine Empire 600 to 1099 Engineers and Thespians Greek Fire
Five Brave Hunters “Grey Deer Men” Neanderthal tribe, north of the Fresh-Winding River (Piscean Name: river Seine, France) Virgin Era Neanderthal Span 4s and 5s, most born Down of the Fields of Barabande. Here with permission. FI pg 49-50
Flicker Fusion Trans-Asia District 2 2152 to 2222 Physicians Dr. Lainshaw corners Here
Flying Crow With Magic Fire Nanyang, China 1355 to 1412 Engineers Wikipedia on Fire Dragon Manual
Flying Squadron Paris and other parts of France 1547 to 1589 Midwives Catherine de' Medici
Footlights Manhattan, NY, United States 1899 to 1975 Thespians CoRPG, pg 87
Fortress Hanseatic Visby, Germany 1043 to 1277 Moneychangers CoRPG, pg 77
Fortress on the Street Strasbourg 1349 to 1870 Foxhorn
Fray Blue Blushing Beijing, China 2137 to 2220 Foxhorn FI, pg 88-91
The French Resistance Merankea (what will be southern France) …6231 BCE… Engineers Short-Bus
Frequently Unity 2175 to 2310 Scribes FI, pg 88-91
Frostgreen/Forestgreen/Richer Hue (This is one three-part telepathic name) small Upsilon timeship that visits Earth frequently. variable Fairly typical of Inheritors spacecraft. CoRPG pg 186 - 187
Fumo e specchi Florence, Italy …1504… Engineers and Thespians. This corner spies on Michaelangelo Buonorotti and Leonardo DaVinci. Casa Buonarroti
Galgen Basle, Switzerland 1543 Foxhorn and Physicians Jakob Karrer Von Gebweiler dissection
Gereg Nalgob Uiualaga (Western Europe) 5382 BCE to 4826 BCE Physicians FI, pg 64-69
Geren Urut He (South Asia) 6951 BCE to 6821 BCE Dreamers FI, pg 58-63
Gilt Lady London, UK 1734 to 2152 Moneychangers Bank of England
Givrek Vielavayan Empire 5717 BCE to 5695 BCE Secret Military Corner, infiltrating Vayana FI, pg 68
Glamorgan Scrum Cardiff (and surrounding area), United Kingdom …2004…2010… Foxhorn
Goddelijke Bloesem Amsterdam, Netherlands … 1636 to 1638 … Moneychangers
The Golden Stars Basle, Switzerland 1412 and Up A series of Novice Corners operating out of Zum Goldenen Sternen (Golden Stars Inn) See also Second Star, Wandering Stars, etc.
Gone Gotha Gone London, United Kingdom 1907 - 1917 Antiquarians
Goseck Lucidity Goseck Circle, near what will be Berlin 4900 BCE Short-lived Dreamers Corner that first exposed the Hunt of the Sun Goseck Circle
Gizmonoco St. Paul, MN, United States 1987 to 2222 Engineers CoRPG, pg 70
The Great Librarium Atlantis 12969 BCE to 12191 BCE Scribes FI, pg 40-45
Green Barn Atlantis 12969 BCE to 12191 BCE Engineers FI, pg 40-45
Gret Wurise 9153 BCE to 8832 BCE Antiquarians FI, pg 52-57
Groeg ydy abar a ognise bod 'n lladdedig ail a ail Illium on the Cam …1248 BCE to 1238 BCE Midwives Where Troy Once Stood by Iman Wilkens, also “Short-bus”
Gurhuen The Nurisen 8392 BCE to 7806 BCE Moneychangers FI, pg 52-57
Hair Bundle Tikal (Guatamala) 111 to 561, 682 to 812 Dreamers Wikipedia
Happy Desertion Watchpost cities of "Happy Valley" Pueblos (four corners region of SW North America) 1280 to 1300 Thespians entire 4 corners region migrates out of the pueblos because farms fail at borders of the Happy Valley and the watchpost cities are emptied. Inner areas of valley collapse because they no longer have the guard/look out cities
H'iesh'håshaa-U'sÿss (Leafnest of the Visitor) ??? 106,234,822 BCE to 106,234,071 BCE Quicker CoRPG, pg 82
Hatchet North America 11246 BCE to 10982 BCE Midwives Waystation FI, pg 46-51
Hearts Singing Well-woman clinic in West London. London, United Kingdom 1985 to 2010 Midwives CoRPG, pg 74
Helpers Ass'n of Washington United States (Washington, DC?) 1937 to 2017 Midwives FI, pg 82-87
Heron Lakes Lodge Ohio Valley, North America 106 to 1244 Foxhorn CoRPG, pg 72
Hewing Hewer Caerphilly 1327 and 2152, but not between them Mixed Fraternal
Hireaunkh Hireaunkh Forest 9869 BCE to 9723 BCE Physicians FI, pg 52-57
Homely Polynesia 10762 BCE to 10544 BCE Midwives Waystation FI, pg 46-51
Hook and Wheels Brooklyn, New York City, United States 1993 Novice Corner "The Death Hand of Saint No-One" adventure pdf
Horse God Thunders Urudolyan Foothills (Russia) 5746 BCE to 5570 BCE Foxhorn CoRPG, pg 72
Horsemen Cardiff, but with additional Cloisters in Clevedon, Alton Barnes, and Bristol, UK, at least 2002 to 2011 Foxhorn
Horses and Torpedoes Arab Syria 1271 to 1277 Engineers The Book of Military Horsemanship and Ingenious War Devices
The Hospice Atlantis 12970 BCE to 12191 BCE Physicians and Quicker FI, pg 40-45
House of Knowledge Fatimid Caliphate (Egypt) 1004… Scribes http://en.wikipedia.org/wiki/House_of_Knowledge
House of Wisdom Bagdhad, Abbassid Caliphate (Iraq) 762 to 1258 Scribes http://en.wikipedia.org/wiki/House_of_wisdom
House of Sleep Atlantis 12970 BCE to 12191 BCE Dreamers FI, pg 40-45
Hu Nar Brudhlk (Central Europe) 8873 BCE to 8712 BCE Thespians FI, pg 52-57
The Hunt Club London, United Kingdom 1797 to 1919 Foxhorn (most important Foxhorn counter this side of the Virgin Era) CoRPG, pg 72; FI pg 82-87
Hwa Hat-Kaptah (Ancient Egypt) 300? BCE to 2000 BCE Physicians FI, pg 70-75
Iakka Pneima Kena'ani 1872 BCE to 1567 BCE Moneychangers FI, pg 76-81
Ie've-ya-wast Vayana 5966 BCE to 5634 BCE Antiquarians FI, pg 64-69
Il Ridotto ("The Private Room") Venice, Italy 1638 to 1774 Moneychangers state-run casino whose dress code includes mandatory masks
Ilkad Ledash Eridu 3108 BCE to 2999 BCE Engineers FI, pg 70-75
Incunabula Strasbourg 1440-1500 Engineers & Scribes Incunabula are pamphlets printed before 1500 AD
Interlineation London, United Kingdom Not far from the Aquarian Cusp Scribes
Intermedio Florence (Italy) 1513 to 1589 Thespians
Ipt Awyut Hat-Kaptah (Ancient Egypt) 2981 BCE to 2690 BCE Antiquarians FI, pg 70-75
Iy Mui O 6839 BCE to 6754 BCE Midwives FI, pg 58-63
Jerda Ko West Asia 5662 BCE to 4381 BCE Moneychangers FI, pg 64-69
Jongleur Temperance Lille, France 1091 to 1562 Thespians CoRPG, pg 87
Kali Yuga Moksha Chattisgarhi, India 1582 to 2000 Midwives CoRPG, pg 74
Kare'i Tudo'eyi Oyo'tu village of No'pa'a 9844 BCE to 9686 BCE Scribes FI, pg 52-57
Kejaweni Yeberen (Asia Minor) 8321 BCE to 7972 BCE Midwives FI, pg 52-57
Keramos Asclepiadae Isle of Kos (off Asia Minor) 990 BCE to 182 BCE Physicians CoRPG, pg 80; FI pg 76-81
Klaba Chebyenami Vayana 5721 BCE to 5350 BCE Thespians FI, pg 64-69
King's N'cle Newcastle upon Tyne, United Kingdom 1834 to 1934 Physicians Newcastle University School of Medicine and Surgery
Knight Fisching Yugoslavia, Japan, and Iceland 1992, 2004, and 2005 - 2008, respectively Thespians, with some Midwives Following Bobby Fischer
Kopros Athenoi Macedon 360 BCE to 294 BCE Antiquarians FI, pg 76-81
Ks'ara yti N'stana Pacing the traveller Tsantatur on his worldwide journeys 2725 BCE to 2661 BCE Quicker FI, pg 70-75
Kwi-yche Kohyo'a-e-e (Southeast Asia) 8026 BCE to 7754 BCE Thespians FI, pg 58-63
l'innocence galvaudé (Overused Innocence ) Catacombs, and Saint Innocents cathedral/graveyard/fountain area, Paris, France Quicker
Lalys Bailey Palestine 1100 Engineers Lalys is a semi-mythical Byzantine crusader castle maker
Landscape Heraldry (United Kingdom) 10th Century to 19th Century Dreamers dream-time fantasy realm
Laserwort Cyrene, Northern tip of Africa (Libya) circa 5th Century BCE to 1st Century Midwives source of Silphium http://www.damninteresting.com/the-birth-control-of-yesteryear
Lawton Cathouse Reno, NV, United States …1982… Novice Corner
Lenore Iberia (Spain) 11065 BCE to 10899 BCE Scribes Waystation FI, pg 46-51
Let It Be London, United Kingdom (1963 to) 1969 Thespians Beatles Rooftop Concert, Jan 30 1969
Level 1 United States 1932 to 2002 Engineers, Foxhorn, Physicians, and Quicker FI, pg 82-87
Library of Congress Washington, DC, United States 1790 to 2122 Scribes CoRPG, pg 84
Litchfield Hills Pediatric Bantam, CT, United States 1992 to 1998, 2043 Physicians pertaining to a CDC containment “hot zone” in 1993
Lost and Foundation high in the Andes mountains, (South America) Cancerean Era Antiquarians collection of lost buildings CoRPG pg 161 - 162
The Louvre Paris, France 1844 to 2045 Antiquarians CoRPG, pg 67
Llywelyn's Head Caerphilly, Wales, United Kingdom 1268 to 1326
Long Land Dreaming Northern Australia 13021 BCE to 1683 Dreamers CoRPG, pg 68; FI pg 40-87
Lundy Lines Chicago, IL, United States 1891 to 1979 Engineers
Macbeth North Asia 10969 BCE to 10628 BCE Thespians Waystation FI, pg 46-51
Maison Rousse Neufchateau, France 1330 to 1572 Novice Corner (where Jeanne D'Arc is a novice) CoRPG, pg 184
Mandala Asia ??? Quicker
Maquahuitl Apex Aztec Empire 1519 to 1521 Engineers Maquahuitl = obsidian "sword"
Mercury East Asia 11679 BCE to 11482 BCE Moneychangers Waystation FI, pg 46-51
Middle Span Central America 11983 BCE to 11842 BCE Engineers Waystation FI, pg 46-51
Morse Mill speak easy in Chicago, IL, United States 1878-1936 Novice Corner Public name was Pop Morse's Gardens till 1914, public name changed to Green Mill thereafter.
Mosquito Atlanta, GA United States 1942-1946 Physicians Office of National Defense Malaria Control Activities
Mound Monks Cahokia, Mississipian culture (Illinois, North America) 892 to 1270 Moneychangers
Mraiset Jet'th Mrasiset 10849 BCE to 9881 BCE Physicians FI, pg 52-57
Mref Kafa Afaset 9154 BCE to 8923 BCE Quicker FI, pg 52-57
Mreten Uen Tae (North America) 7841 BCE to 7532 BCE Physicians FI, pg 58-63
Musei Vaticani Vatican City, Rome, Italy 1503 to 1778 Antiquarians CoRPG, pg 67
Museum, Sarapeum et Caesareum The Great Library of Alexandria, Alexandria, Hat-Kaptah/Egypt 285 BCE to 690 (with burnings at 48 BCE, 265-270 AD, 305, 391, 415, and 686 CE) Scribes CoRPG, pg 84; FI pg 76-81
Mut Haat Lake Region (where Vielavaya will be) 7529 BCE to 7218 BCE Quicker FI, pg 58-63
MWPP (Medieval Witness Protection Plan) Strasbourg, Alsace (border of France and the Holy Roman Empire) 1515 to 1550 Service Corner created by the PCs of my campaign, relating to the dancing plague and actions against a narcissist serial-killer in Strasbourg (and Basel Switzerland)
Nate's Hardware Store Akron, Ohio, United States 1932 to 2001 Engineers CoRPG, pg 70
National Palace Museum Taipei, China 1958 to 2043 Antiquarians CoRPG, pg 67
New You Hollywood, CA, United States 1949 to 2043 Physicians CoRPG, pg 80; FI 82-87
The Niagra Twelve Planned Parenthood in Buffalo, New Jersey, United States 1972 to 2018 Midwives CoRPG, pg 74
Nmetseshi Ur 3986 BCE to 3662 BCE Midwives FI, pg 70-75
No Fu Go Washington, DC, United States 1943 to 1945 Scribes (with bomb-disposal help from Engineers) keeping Japanese attacks out of the papers
No Laughing Matter Kashasha, Tanganyika (Tanzania) 1962 to 1963 Physicians Tanganyika laughter epidemic
Nonsuch Knick-Knacks Nonsuch Palace, England 1538 - 1547, 1670 - 1683 Antiquarians Henry VIII's dream palace, torn down by Barbara, Countess of Castlemaine
North of the Moon Northernmost plaform of Huaca de la Luna, Cerro Blanco, Moche culture (Peru) 186 to 536 Midwives "Ayapec" ("All-Knowing") and "Wrinkle-Face" appear in oldest murals. Built by over 100 teams of laborers.
Notae Socratae Athens, Ancient Greece (Greece) roughly 400 BCE to 350 BCE Scribes Socrates, Xenophon, Plato, Aristotle, Aristophanes, etc
Nuen Djaret Zaraja (Central Asia) 9824 BCE to 9399 BCE Foxhorn FI, pg 52-57
Nurgush Karinesh Mesopotamia 3877 BCE to 3014 BCE Foxhorn FI, pg 70-75
The Nursery Atlantis 12969 BCE to 12191 BCE Midwives FI, pg 40-45
Nuruch Heng Heng 9436 BCE to 8976 BCE Antiquarians FI, pg 52-57
Nuts! Bastogne, France 1944 - 1945 Thespians See "Band of Brothers" for more ideas.
Oasis In the Sahara desert Leonid Era Antiquarians collection of lakes, is a common stopover for Foxhorns heading to attack Antedesertium CoRPG pg 161 - 162
Objective Reticle ??? Aquarian Cusp Foxhorn Strike Team
Old Berm Atlantis 12970 BCE to 12191 BCE Foxhorn FI, pg 40-45
Oraklos Dalphe Delphi (known as Pyth prior to 617 BCE), Ancient Greece 4228 BCE to 394 Dreamers CoRPG, pg 68; FI pg 82-87
Pethah Htakep Hat-Keptah (Ancient Egypt) 3156 BCE to 2795 BCE Scribes FI, pg 70-75
Phle'chea Ibrag's Tribes 9308 BCE to 8955 BCE Thespians FI, pg 52-57
Pie Police Hayfork, CA, United States 1995 to 2006 Quicker?
Plastic South America 11560 BCE to 11429 BCE Antiquarians Waystation FI, pg 46-51
Present Moment ??? ??? Quicker or a spiritual Retreat
Puma Plan Qusqu, Kingdom of Cusco / Inca culture (Peru) 1207 to 1532 Engineers
Punch In II Unity 2162 to 2269 Engineers FI, pg 88-91
Pyramid of the Feathered Serpent Teotihuacan (Mexico) 161 to 298 Physicians
Rag & Bones London, United Kingdom 1945 - 1959 Novice Corner Chloë Timblin
Red Carpet then-warm expanses of Siberia and Central Asia Virgin Era Thespians CoRPG, pg 87, this is the most popular private party spot for high ranking Thespians
Rentes Nouvelles Strasbourg, France 1481 to 1524 Moneychangers
The Repository Colon, Germany 1822 to 1937 Antiquarians CoRPG, pg 67
Restful House Edo, Japan 1683 to 1794 Physicians CoRPG, pg 80
Retry Australia 1968 to 2014 Scribes FI, pg 82-87
The Rousers Britain (United Kingdom) 1597 to 1616 Novice Corner to future Scribes FI, pg 82-87
Safe House Safehouse Nightclub, Milwaukee, WI, United States 1966-2010... Foxhorn safe-house dot com
Scenic View Southern Brookhaven Township (near Brookhaven National Laboratory's particle accelerator), Upton, New York, United States (60 miles east of Manhattan, New York City ) 2001 to 2020 novice (in my campaign, changed to Engineers) vanilla "Identity is All" adventure
School of Dreaming Thebes, Hat-Kaptah (Ancient Egypt) 2216 BCE to 891 BCE Engineers CoRPG, pg 70
School of Night London (United Kingdom) 1503 to 1601 Scribes CoRPG, pg 84
The Scribal Librarium Jerusalem 2101 to 2400 Scribes: more Scribes here than anywhere else in the Societies CoRPG, pg 84
Scuola Cecilia Milano, Italy 1447 to 1620 Engineers CoRPG, pg 70
Second Language Newcastle upon Tyne, United Kingdom 1963 to 2120 Thespians and Scribes Newcastle University, School of Modern Languages
Second Star Basle, Switzerland …1512 to 1532… Novice Corner operating out of Zum Goldenen Sternen (Golden Stars Inn)
Secretary Hand ??? - (Could be in England, Wales, Ireland, Scotland, United Kingdom, or maybe even Germany) 16th Century and 17th Century Scribes Available for GM improvisations
Seras Yeberen (Asia Minor) 9348 BCE to 8978 BCE Midwives FI, pg 52-57
Serekh Ancient Egypt 6000 BCE to 332 BCE Antiquarians Serekh is the word for predynastic Egyptian heraldry, a box around heiroglyphs that indicates the combined symbols are a royal name.
Seventh Belt Amazon Basin, South America 11843 BCE to 11762 BCE Thespians Waystation FI, pg 46-51
Shih Tuan Ch'in 260 BCE to 210 BCE Thespians FI, pg 76-81
Shrift Saxony 997 to 1216 Moneychangers FI, pg 82-87
Sideways Madagascar 11532 BCE to 10876 BCE Quicker Waystation FI, pg 46-51
Silicon Valley Silicon Valley, California, United States 1919 to 2103 Moneychangers CoRPG, pg 77
Silver House of the Second Ring Atlantis 12969 BCE and various locations in spacetime Quicker CoRPG, pg 82
Skivvy West Africa 10552 BCE to 10364 BCE Scribes Waystation FI, pg 46-51
Small Change Mesopotamia 11246 BCE to 11243 BCE Moneychangers Waystation FI, pg 46-51
Smithsonian Castle Washington, D.C. 1847 to 2065 Antiquarians
Smithy Ice Folds Unity 2203 to 3651 Quicker and Inheritor FI, pg 88-91
Snomalshee Lodge Pacific Northwest of North America 4238 BCE Individual spanners sweat lodge, arguably a Quicker corner transitive
Soigne Démasqué Roman Baths at Reims, France (Now gone and replaced by the Notre Dame Cathedral) 511 to 751 Midwives and Thespians, Short-bus had rough draft, successful in this campaign
Solfjellhytte High in the mountains of what will be Norway …2244 BCE… Engineers short-bus
South Seas Bubble London, United Kingdom 1711 to 1784 Moneychangers CoRPG, pg 77
Speedy Danfoniad Wales, United Kingdom 1990s Scribes
Spelling Bee Southern Europe 11624 BCE to 11466 Foxhorn Waystation FI, pg 46-51
Spiral Teeth Wandering Central Asia 9824 BCE to 9399 BCE Foxhorn CoRPG, pg 72
Sponge Northeast Africa 11144 BCE to 10858 BCE Physicians Waystation FI, pg 46-51
Star Garage Atlantis 12970 BCE to 12191 BCE Engineers FI, pg 40-45
Stratford Grammar School King Edward VI School, Stratford-upon-Avon, England (United Kingdom 1553, 1564 to 1585 Foxhorn, posing as Scribes Protecting young William Shakespeare from narcissists.
Studio One Caerphilly, United Kingdom 1990 - 2000 ??? Gwilym Pearson
Styx Port Jefferson, New York, United States 1985 to 2005 novice vanilla "Identity is All" adventure
Sublime Gate Constantinople (Istanbul), Ottoman Empire (Turkey) 1522 to 1676 Midwives "Sultanate of Women" era
Sunrise Zhugguo (District Zero) 1997 to 2116 Dreamers FI, pg 88-91
Sunstreak Fort Meade, MD, United States 1976 to 1995 Dreamers and Quicker CIA Project Stargate into Coordinate Remote Viewing
Surveillance State London, UK 1991 to 2046 Foxhorn Starting with IRA bombs in 1992, London sets up a Ring of Steel and slowly transitions into a Police State. These guys take advantage of everything that entails.
Swap Meet Gary, Indiana, United States 1933 to 2019 Antiquarians CoRPG, pg 67; FI pg 82-87
Swordplay Higgins Armory Museum, Worchester, MA, United States 1978 to 2027 Antiquarians sword and armor collection
Tangent 1 Atlantis 12970 BCE to 12191 BCE Quicker, plus Inheritor/Late Aquarian FI, pg 40-45
Tenez! (Take that!) a monastery somewhere in France around 1200 amusements corner? novice? Tennis was invented by French Monks, who'd shout "Tenez!" ("Take that!") while playing. By 1200 AD, there were over 2000 tennis courts in france. Early courts were hour-glass shaped.
Tennis Anyone? Lisle's Tennis Court, London, United Kingdom 1661 - 1705 Thespians
Theatreland West End, London, United Kingdom 1967 – 2012 Thespians
Thiss Tered Aga The Nurisen 8408 BCE to 7790 BCE Engineers FI, pg 52-57
Threadneedle London, United Kingdom 102 to 2140 Antiquarians and Moneychangers Service Corner Lord Quentin Whitbread
Three Cocks Strasbourg 1352-1354, 1547-1574, 1838-1843 Engineers Strasbourg Astronomical Clock
Thrn Ghedl Brudhlk (Central Europe) 9014 BCE to 8785 BCE Foxhorn FI, pg 52-57
Tiger Northern Africa 10261 BCE to 10021 BCE Foxhorn Waystation FI, pg 46-51
Tour la Jetée Paris, France 1555 to 1720 Novice and Foxhorn, mentor is Jeanne D'Arc CoRPG, pg 184, further developed in Short-bus
Trade Secrets Atlantis 12969 BCE to 12191 BCE Moneychangers FI, pg 40-45
Tui Lung Hsien Chen 999 to 1317 Thespians CoRPG, pg 87
Tulpen Knop Amsterdam, United Netherlands … 1634 to 1638 … Novice Corner
Twelve Lucky Apes British sector of Shanghai, Manchu China 1850 to 1911 Quicker FI, pg 82-87
Umbris Dei (the shades of God) Espana 419 to 710 Novice growing into mixed Fraternal FI pg 86-87
UMDNJ - University of Medicine and Dentistry of New Jersey Newark, NJ, United States 1984 to 2133 Physicians CoRPG, pg 80
Undercroft Aberystwyth, Wales, (United Kingdom) 1110 to 1221, 1282 to 1294, 1307 to 1408 Engineers
Unt Stenel'a (“Light Ascending”) Hehang Bei, Ohistla (Mexico) 7464 BCE to 7320 BCE Quicker FI pg 61-63
Uroczystości Gdansk, Poland late 1500s, early 1600s Novice corner translated from Polish it means roughly "celebration", and is pronounced oo-row-shih-stow-see
Ut Torabata Heghur 3571 BCE to 3314 BCE Moneychangers FI, pg 70-75
Vadistokli Arkun somewhere in the Baltic 5236 BCE Novice Corner short-bus
Valves Great Harbor 12970 BCE to 12191 BCE Engineers FI, pg 40-45
Ventura Rosehips Hollywood, CA, United States 1890 to 2007 Thespians CoRPG, pg 87
Vielavayan culture Vielavayana / Vayana 6120 BCE to 5583 BCE Whole culture that's in league with Antedesertium. FI 64-69
Villa Lewaro Just North of New York City 1919 - 1931 Personal residence of A'Lelia Walker
Wandering Stars Gypsy caravan across Europe 16th Century Novice Corner on wheels
The Watchman Society London, United States …1843… Quicker "Plum Pudding and Other Such" adventure pdf
We Shall Be Spartacus Berlin, Germany January 1919 Thespians Rosa Luxembourg
Weekly Paper Strasbourg 1605-1681 Scribes Johann Carolus
Whalton Philadelphia, PA, United States 1883 to 2077 Moneychangers CoRPG, pg 77
When the Silence Speaks Asia ??? ???
Windsor Watchers London, United States 1917 - 1997 Midwives
The Womb Kish, Sumeria …3241 BCE Dreamers short-bus
Words Under Water Somewhere in Poland around 1580 to 1670 Thespians & Scribes
Worshipful Company of Barbers London 1308 to 1940 Physicians Barber-Surgeon's Guild
Yasdge Tderegan 6532 BCE to 6086 BCE Scribes FI, pg 58-63
Yed dal-heht Indus valley 7644 BCE to 7235 BCE Foxhorn FI, pg 58-63
Yeet Singapore 2099 to 2140 Antiquarians FI, pg 88-91
Yenmurta (“Moments of the Moon”) Ethuvan I 2990 BCE to 2914 BCE Novice Corner FI pg 74-75
You'll Catch More With Honey Keokuk, Iowa United States 1824 to 1849 Antiquarians engaged in the Greatest Game http://en.wikipedia.org/wiki/Honey_War
Yssisha Ikarne 4068 BCE to 3772 BCE Thespians FI, pg 70-75
Zedabek Durdeka 10172 BCE to 9776 BCE Engineers FI, pg 52-57
Zoom Chosen 2110 to 2210 Physicians FI, pg 88-91
Zsidi nhi Zsidi 8348 BCE to 8033 BCE Quicker FI, pg 52-57
Since the PCs can travel time and space at will, the GM often needs to be prepared at a moments notice to detail a new corner. You hand the PCs a clue that's written in a dead language, and they'll suddenly go looking for Corners in remote centuries where they can learn to speak it. Which means its really helpful to a Continuum GM to have at their fingertips a list of Corners, their catchy names, and their locations in time as well as space.
The following is a lengthy snippet of the master index of Corners from my GMing files for my Continuum RPG campaign. I thought these 304 tiny summaries might be a helpful starting place for GMs launching a Continuum campaign, who want to get a running head-start on the Corners of their campaign. I have redacted all the narcissist dens and major spoilers off the list (I hope) so it shouldn't ruin anything if my players poke around on the list. The original is on a file on my computer with hyperlinks and wiki table syntax, but this version is stripped down for your use in porting it to whatever database or word processing program you find useful. In theory it's tab-delimited, but the inconsistencies of HTML and blogspot might nuke that.
You'll find there's very few corners mentioned as being in the United States, for which I apologize. It's mainly a function of the specifics of my campaign. There are clusters of corners around the times and places where the main plot has been - the UK on the Cusp, and various parts of Europe during the renaissance and reformation.
A large number of these Corners have full pages in my GMing notes which go into varying detail about the Corner and its relevant NPCs, but some Corners on the list are just a placeholder that exists as little more than the data listed below. Only a relative handful of the Corners listed here have actually been home to scenes in the game. Part of the nature of Continuum GMing is that you never really know where the PCs will go, so you have to be prepared for everything. Some are locations where my plotlines (or important events in the backstories of NPCs) have taken place, others are just moments in history that struck me as an awesome place to hide a corner.
Also on the list are mentions of every Corner I'm aware of from the official published Continuum RPG materials. The last part of each entry indicates where one can find out more about the Corner in question. "CoRPG" means the main Continuum RPG rulebook, and will usually include a page number. "FI" means the "Further Information" sourcebook, again with a page number reference. There's also a few Corners here taken from various PDF adventures that Aetherco (or fans) released, such as "Identity Is All" (which I used but heavily modified for my campaign) and "Death-Hand of St. No-One". "Short-bus" means it was a corner used in my first Continuum campaign, which may-or-may-not exist in the current campaign in the form listed elsewhere on this blog. A few entries include links to websites that cover interesting historical facts that inspired the Corner, or include search terms (such as names of historical characters) that should turn up details with a little Google-fu and elbow grease. Some include explanatory notes to help me internalize and remember the concept of a particular Corner before I got around to making a full page for it.
The list remains in its index and work-in-progress version and hasn't really been edited for public consumption (other than a quick scan for spoilers). So if there's anything on the list that puzzles someone who deems themself reasonably well-versed in Continuum jargon, just drop me an email (or comment on my most recent blog post) and I'll do my best to explain.
Entries with triple-question-marks ("???") indicate details I didn't have (or need) at the time the Corner first made it on to my list. Most have since been filled in on the individual Corner pages in my GMing notes, but if I can't be bothered to update my own index page I'm certainly not going to take the time to clean it up for this publication that might well be of zero interest to anyone. The fine art of GMing prep involves knowing which bits you need and what details you can ignore for now and improvise should they come up - and that goes double for Continuum.
Hopefully there's a couple Continuum GMs out there in the internet that will find this list useful. I sometimes fear I'm the only person running this wonderful game anymore.
Corner Name Locality Years Type Further Information is available…
Absolution United States 2001 to 2152 Moneychangers FI, pg 88-91
Abtu'o (the House of Abtu) Thebes, Hat-Kaptah (Ancient Egypt) 1287 BCE to 1242 BCE Midwives FI pg 80-81
Aedes Saluto Rome 249 BCE Antiquarians Short-bus
All The Globe's A Stage Globe Theatre, London, UK 1599 - 1642 Thespians
Alpha Error CDC, Atlanta, GA United States 1970 to 2070 Physicians false positive
Always Thursday Night New Brunswick, NJ, United States 1983 to 2014 Novice Corner FI, pg 19 & 24
An Nadaba Biada (Northern Europe) 4927 BCE to 4413 BCE Midwives FI, pg 64-69
Analytical Difference London, United Kingdom 1820 to 1871 Engineers following up where Charles Babbage didn't
Antiquities Survey Atlantis, and ruins of Antedesertium 12969 BCE to 12201 BCE Antiquarians FI, pg 40-45
Anyway ??? 2117 to 2212 Thespians FI, pg 88-91
The Art of Warsaw National Theatre, Warsaw, Poland 1831 to 1924 Thespian National theatre was closed by the Russians in the wake of the November 1830 uprising led by Piotr Wysocki
Atavis Vox Rome 96 BCE to 234 Thespians CoRPG, pg 87
Atl echiechi Atl Aztec Empire 1376 to 1482 Thespians FI, pg 82-87
Avenue of the Dead Teotihuacan (Mexico) 117 BCE to 630 CE Engineers
Axabeneixa Persepolis (in modern Iran), and elsewhere with Xerxes 555 BCE to 431 BCE Engineers FI, pg 76-81
Baconiana London, England, (United Kingdom) 1586 to 1626 Mixed Fraternal: Thespian, Scribe, Engineer Francis Bacon
Barcode Piscean-Aquarian Cusp Moneychangers "Barcode" is the name of one of the algorithms that automates stock transactions.
Barnaby's Undertaker Supply and Chemical Transportation Company London, United Kingdom 1814 to 1902 Quicker CoRPG, pg 82
Bartschious Germany and Poland 1620 to 1638 Thespian Personal travels and mysteries of Susanna Kepler - Bartsch - Kowalska
Bavmaiachi Vayana 6032 BCE to 5626 BCE Scribes FI, pg 64-69
Befewa Sut (Eastern Europe) 7006 BCE to 6847 BCE Engineers FI, pg 58-63
Bell Telephonic Cambridge, MA, Washington, D.C., and Beinn Bhreagh, Nova Scotia, Canada 1875, 1876… 1922 Thespian Understudy performance of Alexander Graham Bell by Waith Go CoRPG, pg 69
Benjamin's House Hoboken, NJ, United States 1943 to 2011 Moneychangers FI, pg 19, 24-25
Bernhard Bunker London, UK 1943 to 1962 Moneychangers Preventing and profiting from Nazi counterfeiters
Beverly Hills Copse Hollywood, CA, United States 1947 to 2046 Thespians CoRPG, pg 87
Big Mike Banana Fields of Panama 1950 and the Libran Era Moneychangers preserving the Gros Michel banana http://www.damninteresting.com/the-unfortunate-sex-life-of-the-banana
Binocular Disparity ??? 2362 and Up Physicians Boxed Mental Institution Psyche
Blazon (United Kingdom) 1127 to 1492 Antiquarians serious heralds
Blitzguides London United Kingdom 1940 - 1944 Service Corner run by Midwives, Scribes & Antiquarians
Blue and white diagonal descent Red-Aqua-white (also known as "blurred clockwise from lower right, candy red - pale aqua - dull white", a telepathic representation of the city), Upsilon Andromedae 3 1830 to 4261, and 4318 to 4319 Quicker CoRPG, pg 82
Blue Box Cardiff 2003 to at least 2011… Goof-off pad for geeky Antiquarians Dr. Who starts filming here in 2004.
Blue Jewel In The Sky Lake Puma Yumco, Tibet 1641 to 1855 Novice Corner Penuri Pemba, and Prop A
Blue Sky Rising West Orange, NJ, United States 1981 to 2014 Novice Corner FI, pg 19-26
Bluestocking Le Marais, Paris, France 1605 to 1683 Midwives literary salon, ruelle style
Bound Periodical St. Pancras Library, London, United Kingdom 1971 to 2022 Scribes Overdue Brigade The British Library
Breviograph ??? Sometime Down from the 17th Century Scribes
Bull Market Manhattan Financial District, New York City, United States 1884 to 2058 Moneychangers CoRPG, pg 77
Buthaz Tireken 2438 BCE to 2260 BCE Engineers FI, pg 70-75
Cada Bastu Detu drifting boating communities of Cada Bastu (ocean-going people called the Basturo) 12707 BCE to 12366 BCE Mixed Fraternal Corner, Spans 3's and 4s. FI, pg 43-45
Cadency (United Kingdom) ??? Middle Ages or Elizabethan Midwives Cadency is Heraldry term for small elements that distinguish between arms within the same family
Caerphilly Cep Caerphilly Castle, , United Kingdom 1989 to 2012 PC's Novice Corner Caerphilly Cep
Canarias Portugal 2077 to 2153 Midwives FI, pg 88-91
Canting Arms (United Kingdom) 1485 to 1603 Antiquarians fun-loving heralds
Capitulus Rome 69 BCE to 247 Moneychangers CoRPG, pg 77
Capone's Vault Lexington Hotel, Chicago, IL 1892-1978 Moneychangers
Caress South Asia 11902 BCE to 11709 BCE Physicians Waystation FI, pg 46-51
Casa Pasadena Hollywood, CA, United States 1842 to 1987 Thespians CoRPG, pg 87
Cemetery Dogs Greyfriars Kirkyard and Edinburgh Castle, Edinburgh, Scotland, United Kingdom 1841 to 2022 Quicker
Ch'ien Chou 522 BCE to 457 BCE Quicker FI, pg 76-81
Cha me hedipa Mayan Empire 997 BCE to 762 Midwives FI, pg 76-81
Chamberlen's Machine London, United Kingdom 1572 to 1728 Midwives Birthing Forceps where the Chamberlen family secret.
Cheik Utba'e' Maihur Riki 10072 BCE to 9966 BCE Moneychangers FI, pg 52-57
Chippies London Aquarian Cusp Novice Corner
CIA Headquarters Washington, DC (with second cornerhouse in Langley, VA), United States 1947 to 2070 Foxhorn CoRPG, pg 72
Circe's Dance Paris, France 1581 Thespians Ballet Comique de la Reine
Coal Boat Cardiff 1903 to 1955 Engineers Cardiff is the worlds largest Coal port for 50 years
Cold Storage not far from the center of the Universe Lower Capricornic Era, perilously close to the Big Bang Quicker and Inheritors corner and containment facility. Matter that is unsolvably fragged is brought here to isolate it from Earth and the other inheritor systems CoRPG pg 170
Coconut Reactor Palymyra Atoll, in the Pacific Ocean 1959 to 2022 Engineers
Conquest Slab ("Building J" of Monte Alban), Zapotec culture, Oaxaca (Mexico) 393 BCE to 811 CE mixed Foxhorn & Scribes Wikipedia
Counterculture Atlantis 12970 BCE to 12191 BCE Thespians FI, pg 40-45
Crystal Triangle Piscean-Aquarian Cusp Moneychangers "Crystal Triangle" is the name of one of the algorithms that automates stock transactions.
Danse Peste Strasbourg 1515-1523, 1568 Physicians Dancing Plague
Dark Tower New York City, United States 1872 to 1931 Foxhorn
Delphine Tinte Basle, Switzerland …1568 Thespians Understudy, with some Scribes supporting.
Dendy's House Mrs. Dendy's Theatrical Lodging House, London, United Kingdom 1806 - 1968 Thespians Inspired by "Tipping the Velvet"
Der Spanner Zurich, Switzerland ??? late 20th to early 21st Century Engineers (Patch and Anticipare) CoRPG, pg 70
Dheesra Yalpaht Heerbat (Central Asia) 6534 BCE to 6312 BCE Antiquarians FI, pg 58-63
Dies Magni Rome 618 BCE to 432 Foxhorn FI, pg 76-81
Digital Divinity Bristol, UK Aquarian Cusp Engineers inspired by name of real-life Bristol technology company
Dream of the Atlantic sailing the Atlantic Geminid Era Antiquarians collection of lost ships CoRPG pg 161 - 162
Drop By Drop Tibet 1578 to 1959 Novice
Dust Southeast Asia 11759 BCE to 11644 BCE Quicker Waystation FI, pg 46-51
E'yt Turem Inet'tchedese 6648 BCE to 6432 BCE Engineers FI, pg 58-63
Ede Tre'idt Africa 7811 BCE to 7750 BCE Moneychangers FI, pg 58-63
Editio princeps Basle, Switzerland 1468-1568 Scribes Latin for the first printed edition of a previously hand-copied manuscript
Eithechtheikya ??? 8516 BCE to 8114 BCE Scribes FI, pg 52-57
Empty Wrench South-Central Asia 10850 BCE to 10537 BCE Engineers Waystation FI, pg 46-51
Ermu Ga-re-lash Cheth-edn (West Asia) 7129 BCE to 6984 BCE Midwives FI, pg 58-63
Esa Thunt Shu Siapte (Southeast Asia) 4756 BCE to 4428 BCE Quicker FI, pg 64-69
Eyeglass Case Central Asia 11817 BCE to 11762 BCE Antiquarians Waystation FI, pg 46-51
Eyo Ueiruh Reruh (“Hard Climb Penthouse”) Maihur Riki (Virgin city whose ruins are hidden in north Siberia until 2023) 9952 BCE to 9899 BCE Novice Corner FI pg 55
Fall and Rise Again Newark, NJ, United States 1951 to 1993 Novice Corner FI, pg 19, 24-25
Fene Feleen Ruabet 6766 BCE to 6497 BCE Foxhorn FI, pg 58-63
Fest deer Esel Basel, Switzerland 1431 Thespians Feast of the Ass
Field of Cloth of Gold Balingham, near Calais, France 1520 Thespians stage manager 2,000 tents and a fake castle for 3 weeks
Fire Formula Constantinople, Byzantine Empire 600 to 1099 Engineers and Thespians Greek Fire
Five Brave Hunters “Grey Deer Men” Neanderthal tribe, north of the Fresh-Winding River (Piscean Name: river Seine, France) Virgin Era Neanderthal Span 4s and 5s, most born Down of the Fields of Barabande. Here with permission. FI pg 49-50
Flicker Fusion Trans-Asia District 2 2152 to 2222 Physicians Dr. Lainshaw corners Here
Flying Crow With Magic Fire Nanyang, China 1355 to 1412 Engineers Wikipedia on Fire Dragon Manual
Flying Squadron Paris and other parts of France 1547 to 1589 Midwives Catherine de' Medici
Footlights Manhattan, NY, United States 1899 to 1975 Thespians CoRPG, pg 87
Fortress Hanseatic Visby, Germany 1043 to 1277 Moneychangers CoRPG, pg 77
Fortress on the Street Strasbourg 1349 to 1870 Foxhorn
Fray Blue Blushing Beijing, China 2137 to 2220 Foxhorn FI, pg 88-91
The French Resistance Merankea (what will be southern France) …6231 BCE… Engineers Short-Bus
Frequently Unity 2175 to 2310 Scribes FI, pg 88-91
Frostgreen/Forestgreen/Richer Hue (This is one three-part telepathic name) small Upsilon timeship that visits Earth frequently. variable Fairly typical of Inheritors spacecraft. CoRPG pg 186 - 187
Fumo e specchi Florence, Italy …1504… Engineers and Thespians. This corner spies on Michaelangelo Buonorotti and Leonardo DaVinci. Casa Buonarroti
Galgen Basle, Switzerland 1543 Foxhorn and Physicians Jakob Karrer Von Gebweiler dissection
Gereg Nalgob Uiualaga (Western Europe) 5382 BCE to 4826 BCE Physicians FI, pg 64-69
Geren Urut He (South Asia) 6951 BCE to 6821 BCE Dreamers FI, pg 58-63
Gilt Lady London, UK 1734 to 2152 Moneychangers Bank of England
Givrek Vielavayan Empire 5717 BCE to 5695 BCE Secret Military Corner, infiltrating Vayana FI, pg 68
Glamorgan Scrum Cardiff (and surrounding area), United Kingdom …2004…2010… Foxhorn
Goddelijke Bloesem Amsterdam, Netherlands … 1636 to 1638 … Moneychangers
The Golden Stars Basle, Switzerland 1412 and Up A series of Novice Corners operating out of Zum Goldenen Sternen (Golden Stars Inn) See also Second Star, Wandering Stars, etc.
Gone Gotha Gone London, United Kingdom 1907 - 1917 Antiquarians
Goseck Lucidity Goseck Circle, near what will be Berlin 4900 BCE Short-lived Dreamers Corner that first exposed the Hunt of the Sun Goseck Circle
Gizmonoco St. Paul, MN, United States 1987 to 2222 Engineers CoRPG, pg 70
The Great Librarium Atlantis 12969 BCE to 12191 BCE Scribes FI, pg 40-45
Green Barn Atlantis 12969 BCE to 12191 BCE Engineers FI, pg 40-45
Gret Wurise 9153 BCE to 8832 BCE Antiquarians FI, pg 52-57
Groeg ydy abar a ognise bod 'n lladdedig ail a ail Illium on the Cam …1248 BCE to 1238 BCE Midwives Where Troy Once Stood by Iman Wilkens, also “Short-bus”
Gurhuen The Nurisen 8392 BCE to 7806 BCE Moneychangers FI, pg 52-57
Hair Bundle Tikal (Guatamala) 111 to 561, 682 to 812 Dreamers Wikipedia
Happy Desertion Watchpost cities of "Happy Valley" Pueblos (four corners region of SW North America) 1280 to 1300 Thespians entire 4 corners region migrates out of the pueblos because farms fail at borders of the Happy Valley and the watchpost cities are emptied. Inner areas of valley collapse because they no longer have the guard/look out cities
H'iesh'håshaa-U'sÿss (Leafnest of the Visitor) ??? 106,234,822 BCE to 106,234,071 BCE Quicker CoRPG, pg 82
Hatchet North America 11246 BCE to 10982 BCE Midwives Waystation FI, pg 46-51
Hearts Singing Well-woman clinic in West London. London, United Kingdom 1985 to 2010 Midwives CoRPG, pg 74
Helpers Ass'n of Washington United States (Washington, DC?) 1937 to 2017 Midwives FI, pg 82-87
Heron Lakes Lodge Ohio Valley, North America 106 to 1244 Foxhorn CoRPG, pg 72
Hewing Hewer Caerphilly 1327 and 2152, but not between them Mixed Fraternal
Hireaunkh Hireaunkh Forest 9869 BCE to 9723 BCE Physicians FI, pg 52-57
Homely Polynesia 10762 BCE to 10544 BCE Midwives Waystation FI, pg 46-51
Hook and Wheels Brooklyn, New York City, United States 1993 Novice Corner "The Death Hand of Saint No-One" adventure pdf
Horse God Thunders Urudolyan Foothills (Russia) 5746 BCE to 5570 BCE Foxhorn CoRPG, pg 72
Horsemen Cardiff, but with additional Cloisters in Clevedon, Alton Barnes, and Bristol, UK, at least 2002 to 2011 Foxhorn
Horses and Torpedoes Arab Syria 1271 to 1277 Engineers The Book of Military Horsemanship and Ingenious War Devices
The Hospice Atlantis 12970 BCE to 12191 BCE Physicians and Quicker FI, pg 40-45
House of Knowledge Fatimid Caliphate (Egypt) 1004… Scribes http://en.wikipedia.org/wiki/House_of_Knowledge
House of Wisdom Bagdhad, Abbassid Caliphate (Iraq) 762 to 1258 Scribes http://en.wikipedia.org/wiki/House_of_wisdom
House of Sleep Atlantis 12970 BCE to 12191 BCE Dreamers FI, pg 40-45
Hu Nar Brudhlk (Central Europe) 8873 BCE to 8712 BCE Thespians FI, pg 52-57
The Hunt Club London, United Kingdom 1797 to 1919 Foxhorn (most important Foxhorn counter this side of the Virgin Era) CoRPG, pg 72; FI pg 82-87
Hwa Hat-Kaptah (Ancient Egypt) 300? BCE to 2000 BCE Physicians FI, pg 70-75
Iakka Pneima Kena'ani 1872 BCE to 1567 BCE Moneychangers FI, pg 76-81
Ie've-ya-wast Vayana 5966 BCE to 5634 BCE Antiquarians FI, pg 64-69
Il Ridotto ("The Private Room") Venice, Italy 1638 to 1774 Moneychangers state-run casino whose dress code includes mandatory masks
Ilkad Ledash Eridu 3108 BCE to 2999 BCE Engineers FI, pg 70-75
Incunabula Strasbourg 1440-1500 Engineers & Scribes Incunabula are pamphlets printed before 1500 AD
Interlineation London, United Kingdom Not far from the Aquarian Cusp Scribes
Intermedio Florence (Italy) 1513 to 1589 Thespians
Ipt Awyut Hat-Kaptah (Ancient Egypt) 2981 BCE to 2690 BCE Antiquarians FI, pg 70-75
Iy Mui O 6839 BCE to 6754 BCE Midwives FI, pg 58-63
Jerda Ko West Asia 5662 BCE to 4381 BCE Moneychangers FI, pg 64-69
Jongleur Temperance Lille, France 1091 to 1562 Thespians CoRPG, pg 87
Kali Yuga Moksha Chattisgarhi, India 1582 to 2000 Midwives CoRPG, pg 74
Kare'i Tudo'eyi Oyo'tu village of No'pa'a 9844 BCE to 9686 BCE Scribes FI, pg 52-57
Kejaweni Yeberen (Asia Minor) 8321 BCE to 7972 BCE Midwives FI, pg 52-57
Keramos Asclepiadae Isle of Kos (off Asia Minor) 990 BCE to 182 BCE Physicians CoRPG, pg 80; FI pg 76-81
Klaba Chebyenami Vayana 5721 BCE to 5350 BCE Thespians FI, pg 64-69
King's N'cle Newcastle upon Tyne, United Kingdom 1834 to 1934 Physicians Newcastle University School of Medicine and Surgery
Knight Fisching Yugoslavia, Japan, and Iceland 1992, 2004, and 2005 - 2008, respectively Thespians, with some Midwives Following Bobby Fischer
Kopros Athenoi Macedon 360 BCE to 294 BCE Antiquarians FI, pg 76-81
Ks'ara yti N'stana Pacing the traveller Tsantatur on his worldwide journeys 2725 BCE to 2661 BCE Quicker FI, pg 70-75
Kwi-yche Kohyo'a-e-e (Southeast Asia) 8026 BCE to 7754 BCE Thespians FI, pg 58-63
l'innocence galvaudé (Overused Innocence ) Catacombs, and Saint Innocents cathedral/graveyard/fountain area, Paris, France Quicker
Lalys Bailey Palestine 1100 Engineers Lalys is a semi-mythical Byzantine crusader castle maker
Landscape Heraldry (United Kingdom) 10th Century to 19th Century Dreamers dream-time fantasy realm
Laserwort Cyrene, Northern tip of Africa (Libya) circa 5th Century BCE to 1st Century Midwives source of Silphium http://www.damninteresting.com/the-birth-control-of-yesteryear
Lawton Cathouse Reno, NV, United States …1982… Novice Corner
Lenore Iberia (Spain) 11065 BCE to 10899 BCE Scribes Waystation FI, pg 46-51
Let It Be London, United Kingdom (1963 to) 1969 Thespians Beatles Rooftop Concert, Jan 30 1969
Level 1 United States 1932 to 2002 Engineers, Foxhorn, Physicians, and Quicker FI, pg 82-87
Library of Congress Washington, DC, United States 1790 to 2122 Scribes CoRPG, pg 84
Litchfield Hills Pediatric Bantam, CT, United States 1992 to 1998, 2043 Physicians pertaining to a CDC containment “hot zone” in 1993
Lost and Foundation high in the Andes mountains, (South America) Cancerean Era Antiquarians collection of lost buildings CoRPG pg 161 - 162
The Louvre Paris, France 1844 to 2045 Antiquarians CoRPG, pg 67
Llywelyn's Head Caerphilly, Wales, United Kingdom 1268 to 1326
Long Land Dreaming Northern Australia 13021 BCE to 1683 Dreamers CoRPG, pg 68; FI pg 40-87
Lundy Lines Chicago, IL, United States 1891 to 1979 Engineers
Macbeth North Asia 10969 BCE to 10628 BCE Thespians Waystation FI, pg 46-51
Maison Rousse Neufchateau, France 1330 to 1572 Novice Corner (where Jeanne D'Arc is a novice) CoRPG, pg 184
Mandala Asia ??? Quicker
Maquahuitl Apex Aztec Empire 1519 to 1521 Engineers Maquahuitl = obsidian "sword"
Mercury East Asia 11679 BCE to 11482 BCE Moneychangers Waystation FI, pg 46-51
Middle Span Central America 11983 BCE to 11842 BCE Engineers Waystation FI, pg 46-51
Morse Mill speak easy in Chicago, IL, United States 1878-1936 Novice Corner Public name was Pop Morse's Gardens till 1914, public name changed to Green Mill thereafter.
Mosquito Atlanta, GA United States 1942-1946 Physicians Office of National Defense Malaria Control Activities
Mound Monks Cahokia, Mississipian culture (Illinois, North America) 892 to 1270 Moneychangers
Mraiset Jet'th Mrasiset 10849 BCE to 9881 BCE Physicians FI, pg 52-57
Mref Kafa Afaset 9154 BCE to 8923 BCE Quicker FI, pg 52-57
Mreten Uen Tae (North America) 7841 BCE to 7532 BCE Physicians FI, pg 58-63
Musei Vaticani Vatican City, Rome, Italy 1503 to 1778 Antiquarians CoRPG, pg 67
Museum, Sarapeum et Caesareum The Great Library of Alexandria, Alexandria, Hat-Kaptah/Egypt 285 BCE to 690 (with burnings at 48 BCE, 265-270 AD, 305, 391, 415, and 686 CE) Scribes CoRPG, pg 84; FI pg 76-81
Mut Haat Lake Region (where Vielavaya will be) 7529 BCE to 7218 BCE Quicker FI, pg 58-63
MWPP (Medieval Witness Protection Plan) Strasbourg, Alsace (border of France and the Holy Roman Empire) 1515 to 1550 Service Corner created by the PCs of my campaign, relating to the dancing plague and actions against a narcissist serial-killer in Strasbourg (and Basel Switzerland)
Nate's Hardware Store Akron, Ohio, United States 1932 to 2001 Engineers CoRPG, pg 70
National Palace Museum Taipei, China 1958 to 2043 Antiquarians CoRPG, pg 67
New You Hollywood, CA, United States 1949 to 2043 Physicians CoRPG, pg 80; FI 82-87
The Niagra Twelve Planned Parenthood in Buffalo, New Jersey, United States 1972 to 2018 Midwives CoRPG, pg 74
Nmetseshi Ur 3986 BCE to 3662 BCE Midwives FI, pg 70-75
No Fu Go Washington, DC, United States 1943 to 1945 Scribes (with bomb-disposal help from Engineers) keeping Japanese attacks out of the papers
No Laughing Matter Kashasha, Tanganyika (Tanzania) 1962 to 1963 Physicians Tanganyika laughter epidemic
Nonsuch Knick-Knacks Nonsuch Palace, England 1538 - 1547, 1670 - 1683 Antiquarians Henry VIII's dream palace, torn down by Barbara, Countess of Castlemaine
North of the Moon Northernmost plaform of Huaca de la Luna, Cerro Blanco, Moche culture (Peru) 186 to 536 Midwives "Ayapec" ("All-Knowing") and "Wrinkle-Face" appear in oldest murals. Built by over 100 teams of laborers.
Notae Socratae Athens, Ancient Greece (Greece) roughly 400 BCE to 350 BCE Scribes Socrates, Xenophon, Plato, Aristotle, Aristophanes, etc
Nuen Djaret Zaraja (Central Asia) 9824 BCE to 9399 BCE Foxhorn FI, pg 52-57
Nurgush Karinesh Mesopotamia 3877 BCE to 3014 BCE Foxhorn FI, pg 70-75
The Nursery Atlantis 12969 BCE to 12191 BCE Midwives FI, pg 40-45
Nuruch Heng Heng 9436 BCE to 8976 BCE Antiquarians FI, pg 52-57
Nuts! Bastogne, France 1944 - 1945 Thespians See "Band of Brothers" for more ideas.
Oasis In the Sahara desert Leonid Era Antiquarians collection of lakes, is a common stopover for Foxhorns heading to attack Antedesertium CoRPG pg 161 - 162
Objective Reticle ??? Aquarian Cusp Foxhorn Strike Team
Old Berm Atlantis 12970 BCE to 12191 BCE Foxhorn FI, pg 40-45
Oraklos Dalphe Delphi (known as Pyth prior to 617 BCE), Ancient Greece 4228 BCE to 394 Dreamers CoRPG, pg 68; FI pg 82-87
Pethah Htakep Hat-Keptah (Ancient Egypt) 3156 BCE to 2795 BCE Scribes FI, pg 70-75
Phle'chea Ibrag's Tribes 9308 BCE to 8955 BCE Thespians FI, pg 52-57
Pie Police Hayfork, CA, United States 1995 to 2006 Quicker?
Plastic South America 11560 BCE to 11429 BCE Antiquarians Waystation FI, pg 46-51
Present Moment ??? ??? Quicker or a spiritual Retreat
Puma Plan Qusqu, Kingdom of Cusco / Inca culture (Peru) 1207 to 1532 Engineers
Punch In II Unity 2162 to 2269 Engineers FI, pg 88-91
Pyramid of the Feathered Serpent Teotihuacan (Mexico) 161 to 298 Physicians
Rag & Bones London, United Kingdom 1945 - 1959 Novice Corner Chloë Timblin
Red Carpet then-warm expanses of Siberia and Central Asia Virgin Era Thespians CoRPG, pg 87, this is the most popular private party spot for high ranking Thespians
Rentes Nouvelles Strasbourg, France 1481 to 1524 Moneychangers
The Repository Colon, Germany 1822 to 1937 Antiquarians CoRPG, pg 67
Restful House Edo, Japan 1683 to 1794 Physicians CoRPG, pg 80
Retry Australia 1968 to 2014 Scribes FI, pg 82-87
The Rousers Britain (United Kingdom) 1597 to 1616 Novice Corner to future Scribes FI, pg 82-87
Safe House Safehouse Nightclub, Milwaukee, WI, United States 1966-2010... Foxhorn safe-house dot com
Scenic View Southern Brookhaven Township (near Brookhaven National Laboratory's particle accelerator), Upton, New York, United States (60 miles east of Manhattan, New York City ) 2001 to 2020 novice (in my campaign, changed to Engineers) vanilla "Identity is All" adventure
School of Dreaming Thebes, Hat-Kaptah (Ancient Egypt) 2216 BCE to 891 BCE Engineers CoRPG, pg 70
School of Night London (United Kingdom) 1503 to 1601 Scribes CoRPG, pg 84
The Scribal Librarium Jerusalem 2101 to 2400 Scribes: more Scribes here than anywhere else in the Societies CoRPG, pg 84
Scuola Cecilia Milano, Italy 1447 to 1620 Engineers CoRPG, pg 70
Second Language Newcastle upon Tyne, United Kingdom 1963 to 2120 Thespians and Scribes Newcastle University, School of Modern Languages
Second Star Basle, Switzerland …1512 to 1532… Novice Corner operating out of Zum Goldenen Sternen (Golden Stars Inn)
Secretary Hand ??? - (Could be in England, Wales, Ireland, Scotland, United Kingdom, or maybe even Germany) 16th Century and 17th Century Scribes Available for GM improvisations
Seras Yeberen (Asia Minor) 9348 BCE to 8978 BCE Midwives FI, pg 52-57
Serekh Ancient Egypt 6000 BCE to 332 BCE Antiquarians Serekh is the word for predynastic Egyptian heraldry, a box around heiroglyphs that indicates the combined symbols are a royal name.
Seventh Belt Amazon Basin, South America 11843 BCE to 11762 BCE Thespians Waystation FI, pg 46-51
Shih Tuan Ch'in 260 BCE to 210 BCE Thespians FI, pg 76-81
Shrift Saxony 997 to 1216 Moneychangers FI, pg 82-87
Sideways Madagascar 11532 BCE to 10876 BCE Quicker Waystation FI, pg 46-51
Silicon Valley Silicon Valley, California, United States 1919 to 2103 Moneychangers CoRPG, pg 77
Silver House of the Second Ring Atlantis 12969 BCE and various locations in spacetime Quicker CoRPG, pg 82
Skivvy West Africa 10552 BCE to 10364 BCE Scribes Waystation FI, pg 46-51
Small Change Mesopotamia 11246 BCE to 11243 BCE Moneychangers Waystation FI, pg 46-51
Smithsonian Castle Washington, D.C. 1847 to 2065 Antiquarians
Smithy Ice Folds Unity 2203 to 3651 Quicker and Inheritor FI, pg 88-91
Snomalshee Lodge Pacific Northwest of North America 4238 BCE Individual spanners sweat lodge, arguably a Quicker corner transitive
Soigne Démasqué Roman Baths at Reims, France (Now gone and replaced by the Notre Dame Cathedral) 511 to 751 Midwives and Thespians, Short-bus had rough draft, successful in this campaign
Solfjellhytte High in the mountains of what will be Norway …2244 BCE… Engineers short-bus
South Seas Bubble London, United Kingdom 1711 to 1784 Moneychangers CoRPG, pg 77
Speedy Danfoniad Wales, United Kingdom 1990s Scribes
Spelling Bee Southern Europe 11624 BCE to 11466 Foxhorn Waystation FI, pg 46-51
Spiral Teeth Wandering Central Asia 9824 BCE to 9399 BCE Foxhorn CoRPG, pg 72
Sponge Northeast Africa 11144 BCE to 10858 BCE Physicians Waystation FI, pg 46-51
Star Garage Atlantis 12970 BCE to 12191 BCE Engineers FI, pg 40-45
Stratford Grammar School King Edward VI School, Stratford-upon-Avon, England (United Kingdom 1553, 1564 to 1585 Foxhorn, posing as Scribes Protecting young William Shakespeare from narcissists.
Studio One Caerphilly, United Kingdom 1990 - 2000 ??? Gwilym Pearson
Styx Port Jefferson, New York, United States 1985 to 2005 novice vanilla "Identity is All" adventure
Sublime Gate Constantinople (Istanbul), Ottoman Empire (Turkey) 1522 to 1676 Midwives "Sultanate of Women" era
Sunrise Zhugguo (District Zero) 1997 to 2116 Dreamers FI, pg 88-91
Sunstreak Fort Meade, MD, United States 1976 to 1995 Dreamers and Quicker CIA Project Stargate into Coordinate Remote Viewing
Surveillance State London, UK 1991 to 2046 Foxhorn Starting with IRA bombs in 1992, London sets up a Ring of Steel and slowly transitions into a Police State. These guys take advantage of everything that entails.
Swap Meet Gary, Indiana, United States 1933 to 2019 Antiquarians CoRPG, pg 67; FI pg 82-87
Swordplay Higgins Armory Museum, Worchester, MA, United States 1978 to 2027 Antiquarians sword and armor collection
Tangent 1 Atlantis 12970 BCE to 12191 BCE Quicker, plus Inheritor/Late Aquarian FI, pg 40-45
Tenez! (Take that!) a monastery somewhere in France around 1200 amusements corner? novice? Tennis was invented by French Monks, who'd shout "Tenez!" ("Take that!") while playing. By 1200 AD, there were over 2000 tennis courts in france. Early courts were hour-glass shaped.
Tennis Anyone? Lisle's Tennis Court, London, United Kingdom 1661 - 1705 Thespians
Theatreland West End, London, United Kingdom 1967 – 2012 Thespians
Thiss Tered Aga The Nurisen 8408 BCE to 7790 BCE Engineers FI, pg 52-57
Threadneedle London, United Kingdom 102 to 2140 Antiquarians and Moneychangers Service Corner Lord Quentin Whitbread
Three Cocks Strasbourg 1352-1354, 1547-1574, 1838-1843 Engineers Strasbourg Astronomical Clock
Thrn Ghedl Brudhlk (Central Europe) 9014 BCE to 8785 BCE Foxhorn FI, pg 52-57
Tiger Northern Africa 10261 BCE to 10021 BCE Foxhorn Waystation FI, pg 46-51
Tour la Jetée Paris, France 1555 to 1720 Novice and Foxhorn, mentor is Jeanne D'Arc CoRPG, pg 184, further developed in Short-bus
Trade Secrets Atlantis 12969 BCE to 12191 BCE Moneychangers FI, pg 40-45
Tui Lung Hsien Chen 999 to 1317 Thespians CoRPG, pg 87
Tulpen Knop Amsterdam, United Netherlands … 1634 to 1638 … Novice Corner
Twelve Lucky Apes British sector of Shanghai, Manchu China 1850 to 1911 Quicker FI, pg 82-87
Umbris Dei (the shades of God) Espana 419 to 710 Novice growing into mixed Fraternal FI pg 86-87
UMDNJ - University of Medicine and Dentistry of New Jersey Newark, NJ, United States 1984 to 2133 Physicians CoRPG, pg 80
Undercroft Aberystwyth, Wales, (United Kingdom) 1110 to 1221, 1282 to 1294, 1307 to 1408 Engineers
Unt Stenel'a (“Light Ascending”) Hehang Bei, Ohistla (Mexico) 7464 BCE to 7320 BCE Quicker FI pg 61-63
Uroczystości Gdansk, Poland late 1500s, early 1600s Novice corner translated from Polish it means roughly "celebration", and is pronounced oo-row-shih-stow-see
Ut Torabata Heghur 3571 BCE to 3314 BCE Moneychangers FI, pg 70-75
Vadistokli Arkun somewhere in the Baltic 5236 BCE Novice Corner short-bus
Valves Great Harbor 12970 BCE to 12191 BCE Engineers FI, pg 40-45
Ventura Rosehips Hollywood, CA, United States 1890 to 2007 Thespians CoRPG, pg 87
Vielavayan culture Vielavayana / Vayana 6120 BCE to 5583 BCE Whole culture that's in league with Antedesertium. FI 64-69
Villa Lewaro Just North of New York City 1919 - 1931 Personal residence of A'Lelia Walker
Wandering Stars Gypsy caravan across Europe 16th Century Novice Corner on wheels
The Watchman Society London, United States …1843… Quicker "Plum Pudding and Other Such" adventure pdf
We Shall Be Spartacus Berlin, Germany January 1919 Thespians Rosa Luxembourg
Weekly Paper Strasbourg 1605-1681 Scribes Johann Carolus
Whalton Philadelphia, PA, United States 1883 to 2077 Moneychangers CoRPG, pg 77
When the Silence Speaks Asia ??? ???
Windsor Watchers London, United States 1917 - 1997 Midwives
The Womb Kish, Sumeria …3241 BCE Dreamers short-bus
Words Under Water Somewhere in Poland around 1580 to 1670 Thespians & Scribes
Worshipful Company of Barbers London 1308 to 1940 Physicians Barber-Surgeon's Guild
Yasdge Tderegan 6532 BCE to 6086 BCE Scribes FI, pg 58-63
Yed dal-heht Indus valley 7644 BCE to 7235 BCE Foxhorn FI, pg 58-63
Yeet Singapore 2099 to 2140 Antiquarians FI, pg 88-91
Yenmurta (“Moments of the Moon”) Ethuvan I 2990 BCE to 2914 BCE Novice Corner FI pg 74-75
You'll Catch More With Honey Keokuk, Iowa United States 1824 to 1849 Antiquarians engaged in the Greatest Game http://en.wikipedia.org/wiki/Honey_War
Yssisha Ikarne 4068 BCE to 3772 BCE Thespians FI, pg 70-75
Zedabek Durdeka 10172 BCE to 9776 BCE Engineers FI, pg 52-57
Zoom Chosen 2110 to 2210 Physicians FI, pg 88-91
Zsidi nhi Zsidi 8348 BCE to 8033 BCE Quicker FI, pg 52-57
Information Is All - and sometimes that drives me crazy!
As some of my readers know, I'm running this time-travel game two nights a week. It's the setting of the out-of-print Continuum RPG, but with mechanics derived primarily from the Gumshoe system (Trail of Cthulhu, Esoterrorists, etc.) It's a game where PCs can teleport and time-travel at will, in a deterministic universe where the past (and future) is unchangeable and set in stone, but you can often reverse-engineer alternate explanations to the events that have already been witnessed. (Sort of like when Doc Brown puts on the bullet-proof vest to survive that time when Marty saw him get gunned down by the Libyan terrorists. You can't stop the established events from happening, but you can finesse the unknown details.)
I'm constantly working on the myriad small details of this campaign. It's got a huge cast of NPCs spanning centuries, and multiple interwoven long-term plotlines. While Gumshoe is a pretty rules-light system, converting the very heady and esoteric concepts of Continuum's "Time Combat" (not to mention Narcissist's "Mnemelos Scale" of "Map Coordinates") into Gumshoe has also produced a fairly lengthy body of text. I'm really proud of the hard work I've been putting into it for the past two years.
And yet I am continually frustrated by my inability to share most of that work Here. The bulk of the mechanical conversion work would push the boundaries of "fair use" to just post it on the wide-open internet. More to the point, the plot- and character-related material often runs into spoiler territory. Given that it's a game where the PCs can hop down to 1518 on a whim (as they've done recently to check out the dancing plague), the GM has to spend a lot of time prepping things that may or may not get used, any of which would totally wreck the mystery (of a very-much puzzle-and-mystery-driven campaign) if they were leaked to the players out of sequence. I'm sure all GMs of mystery-based games get a certain amount of this "keep the plot to myself" anxiety, but it is most definitely intensified by the non-linear nature of time travel (the PCs can pursue plot threads in any sequence and with no time-pressure to keep them on-task) and the particular deterministic wrinkles of the way Continuum's in-game consensus reality is formed. There's never really a moment where you can definitively say that a specific piece of unrevealed plot twist is no longer relevant. Every piece of information the characters have determines things that are set in stone and cannot be altered except by fiddling with the details that they clearly didn't observe. This means spoilers don't just undermine dramatic tension, they also force the wave-form of the universe to collapse into a particular resolved quantum state. Disentangling in-character vs out-of-character information is harder than in most other games, which provokes a paranoid degree of caution and silence when discussing the game other than in-character and "at the table".
Sometimes that need to play things close to the vest makes me feel like I'm going to burst at the seams. That's my recurring bugaboo that nags at me no matter how much fun the game is -- in fact this specific frustration gets worse when the sessions and plots are at their best. Despite two years of continual experience with it, I still haven't grown comfortable with the feeling, and the growing body of work I can't really share without ruining future surprises just about gets the better of me at times.
I really need to figure out ways in which I can share a larger portion of the data, work and writing without undermining the ongoing campaign. I've been saying that for two years now - it's about damn time I make good on it.
1. Information Is All
Upon whether I know or not know a thing, depends my existence. If I know a thing is to happen, it is my foremost responsibility to see that it happens. This is my Yet, or Required Future, and it is the price I gladly pay to span time. Change of the known is resisted by the Continuum ceaselessly so that our greater liberties and lives will be fulfilled.
- The First Maxim, CoNTINUUM: roleplaying in The Yet, by Adams / Fooden / Manui
I'm constantly working on the myriad small details of this campaign. It's got a huge cast of NPCs spanning centuries, and multiple interwoven long-term plotlines. While Gumshoe is a pretty rules-light system, converting the very heady and esoteric concepts of Continuum's "Time Combat" (not to mention Narcissist's "Mnemelos Scale" of "Map Coordinates") into Gumshoe has also produced a fairly lengthy body of text. I'm really proud of the hard work I've been putting into it for the past two years.
And yet I am continually frustrated by my inability to share most of that work Here. The bulk of the mechanical conversion work would push the boundaries of "fair use" to just post it on the wide-open internet. More to the point, the plot- and character-related material often runs into spoiler territory. Given that it's a game where the PCs can hop down to 1518 on a whim (as they've done recently to check out the dancing plague), the GM has to spend a lot of time prepping things that may or may not get used, any of which would totally wreck the mystery (of a very-much puzzle-and-mystery-driven campaign) if they were leaked to the players out of sequence. I'm sure all GMs of mystery-based games get a certain amount of this "keep the plot to myself" anxiety, but it is most definitely intensified by the non-linear nature of time travel (the PCs can pursue plot threads in any sequence and with no time-pressure to keep them on-task) and the particular deterministic wrinkles of the way Continuum's in-game consensus reality is formed. There's never really a moment where you can definitively say that a specific piece of unrevealed plot twist is no longer relevant. Every piece of information the characters have determines things that are set in stone and cannot be altered except by fiddling with the details that they clearly didn't observe. This means spoilers don't just undermine dramatic tension, they also force the wave-form of the universe to collapse into a particular resolved quantum state. Disentangling in-character vs out-of-character information is harder than in most other games, which provokes a paranoid degree of caution and silence when discussing the game other than in-character and "at the table".
Sometimes that need to play things close to the vest makes me feel like I'm going to burst at the seams. That's my recurring bugaboo that nags at me no matter how much fun the game is -- in fact this specific frustration gets worse when the sessions and plots are at their best. Despite two years of continual experience with it, I still haven't grown comfortable with the feeling, and the growing body of work I can't really share without ruining future surprises just about gets the better of me at times.
I really need to figure out ways in which I can share a larger portion of the data, work and writing without undermining the ongoing campaign. I've been saying that for two years now - it's about damn time I make good on it.
Labels:
Continuum,
Mystery Plotlines,
time-travel
Wednesday, November 16, 2011
Save the Internet!
It's American Censorship Day. In honor of this holiday, I intended to [DELETED] a [DELETED] with a [FNORD] on my [DELETED].
PROTECT IP Act Breaks The Internet from Fight for the Future on Vimeo.
I strongly encourage all Americans to take a few moments this morning to email or call their Senators and Representatives and complain about SOPA and the Protect IP Act, two pieces of legislation that, if passed, will cripple the internet. Hollywood and big music are trying to take your internet away. The laws they are trying to pass will chill and censor online creativity and expression, while mostly failing to actually stop piracy.
Wednesday, November 9, 2011
The Other End Of The Microscope
I've played four games of Microscope so far. After this most recent session (admittedly, about a month ago), I feel like I've learned a bit about how to get the most out of the game. Sadly, in order to learn and improve, we had to fall over a few times.
I'll start with nutshell summaries of the four games, in order of when I played them:
In the two games that didn't work as well, the players weren't really seeing eye-to-eye, and we were all over the map thematically. It just didn't come together as it should, which I'm thinking probably means our palette wasn't refined enough.
Good Palette, Bad Palette: Less Is More
(For those unfamiliar with Microscope: the palette is a list of thematic elements that the players nominate for inclusion or banning during a particular session of the game. The palette is constructed first, taking a couple minutes at the start of any game of Microscope.)
Not surprisingly, the best games are the ones where the setting was most clearly defined. Microscope really shines when the players are on the same page: riffing off each other's ideas, and reusing characters or concepts. As near as I can tell, there are two ways to achieve this:
Early on, we had a notion that monsters would occur mostly as one-offs, the way they do in Greek myth, where there's one minotaur, one hydra, three gorgon sisters, etc. But that was expressed as a "yes" option in the palette, and it was followed up by another "yes" that we could also include races of monsters if we wanted. Which meant the number of races in the setting kept creeping up. You know how I said that there were orcs, goblins, hobgoblins, kobold, and goat-orcs in the setting? Want to know all the established facts about them? Curious what the difference was between a kobold and a goblin? Here's all we knew:
What's the point of having all these races if you don't develop them? At least in D&D, you've got game mechanics and illustrations to differentiate them. In microscope, we had nothing. If the player needed a threat, plot device, or faction for a new scene or event, they'd just name-drop a generic fantasy monster race and leave it at that. Since we're not a D&D group at all, I'm guessing we had different people picturing different editions (and games) versions of these monsters, at least to the extent that they were being pictured at all. Mostly they were a blur in the background.
I'm going to contrast this with the gods. If there's one thing we did right on the palette of that epic-fantasy game, it was Peter's awesome restriction of "no" to there being more than 5 gods. I should note that 5 was also the number of players. This restriction ensured that people wouldn't just throw out gods casually, or mix pantheons. All of the gods that showed up were unique creations. You'd give them a cool name, a description, and a large purview / dominion (like "Goddess of Ice, Suffering, and Childbirth") that suggested even more about them. Only 3 of the 5 possible gods entered the narrative, but the two that got introduced early on showed up again and again. They rocked.
I strongly suspect that similar limitations being applied to other areas would have worked wonders for this game. If there was a limit of roughly the same number of fantasy species as there were players, then we would have reused species instead of paying lipservice to them. If wizards were defined individuals, not just a race or profession, we might have ended up with them being a bit more flavorful.
The more you reuse something, the more definition it gets. Confusion and vagueness are the enemy in Microscope. The whole point of the system is to keep narrowing in and discovering new things about what you've already looked at from a far. When allowed limitless freedom and left to their gut-instincts on a blank canvas, we end up just throwing around cliches, tropes and buzzwords, doing the same old thing we always have. When you have a limited palette is when the really interesting revelations come up.
I'll start with nutshell summaries of the four games, in order of when I played them:
- Alternate History / Steampunk: Leonardo da Vinci's craziest inventions all work, which leads to floating Italian city-states ruling the world.
- Science Fiction: The trials and social upheavals of a generation ship on it's centuries-long voyage to a new eden.
- Urban Fantasy / Secret History: A conspiracy to protect the unwitting masses from their own imagination in a dark world where popular literary characters can sometimes spontaneously come to life.
- Epic Fantasy: A "bigger-is-better" take on high fantasy with city-sized dragons, meddling gods, and the infamous 'Goarcs' (Goat-Orc Hybrids).
In the two games that didn't work as well, the players weren't really seeing eye-to-eye, and we were all over the map thematically. It just didn't come together as it should, which I'm thinking probably means our palette wasn't refined enough.
Good Palette, Bad Palette: Less Is More
(For those unfamiliar with Microscope: the palette is a list of thematic elements that the players nominate for inclusion or banning during a particular session of the game. The palette is constructed first, taking a couple minutes at the start of any game of Microscope.)
Not surprisingly, the best games are the ones where the setting was most clearly defined. Microscope really shines when the players are on the same page: riffing off each other's ideas, and reusing characters or concepts. As near as I can tell, there are two ways to achieve this:
- Alternate History (with a defined sub-genre and deviation point): A setting that looks like Earth, or like Earth until a particular event or time. This gives you a common well of ideas to draw from, and ensures everyone is picturing roughly the same images in their mind. The trick will only work if everyone has some grounding in the history, theme, or sub-genre you're proposing. Steampunk Renaissance (and the world that would evolve from it) was easy to grok, but a more obscure era or culture might not have worked so well.
- Really narrow palette: I believe you could make any setting work, provided the majority of the palette were "no" statements instead of "yes" statements. Confusion and vagueness are the enemy in Microscope, but too much freedom can likewise be disruptive. You want a couple of cool simple ideas to play with and explore. The game is at its best when you explore an idea and its ramifications thoroughly, and when individual characters or events get revisited and built upon. To quote an art teacher I once knew, "restrictions breed creativity". A large number of "yes" statements encourages people to just keep adding new eras ("periods" is the game-term, IIRC) and events that exist in isolation from the rest of the narrative, trying to shoe-horn in anything from the palette that hasn't yet been introduced. If you leave the field open for just about anything, you end up with an ugly mish-mash that doesn't hold together conceptually.
Early on, we had a notion that monsters would occur mostly as one-offs, the way they do in Greek myth, where there's one minotaur, one hydra, three gorgon sisters, etc. But that was expressed as a "yes" option in the palette, and it was followed up by another "yes" that we could also include races of monsters if we wanted. Which meant the number of races in the setting kept creeping up. You know how I said that there were orcs, goblins, hobgoblins, kobold, and goat-orcs in the setting? Want to know all the established facts about them? Curious what the difference was between a kobold and a goblin? Here's all we knew:
- Orcs got a well-defined culture, especially for a one-shot. They had dinosaur-riding shamans early in the timeline, who were then overthrown by magic-hating orc-amazon heroines. If you were playing an orc, you had some backstory to play with and have opinions about.
- Goarcs were created by a wizard who magically crossbred goats and orcs. Some where centaurian, others were goat-headed orcs, and still others were a random mix of goat and orc parts.
- Humans were also made by wizards, not gods. In an inversion of an established fantasy trope, humanity was created by breeding orcs and elves.
- Kobolds had big families with lots of children.
An aside about Goat-Orcs: Alas, the Goarcs were introduced too late in the game to get used. We all responded to the concept, but they didn't get proposed until probably half and hour before we folks had to start heading out to their buses. Had the Goarcs shown up 2 hours earlier in the night, they would have defined the game. If we'd had Goarcs early on, I doubt anyone would have bothered with Goblins, Hobgoblins, Kobolds, or other generic fantasy races.
I fully expect that Goarcs will show up in other games we run, and not just Microscope, either. I may just need to write a Goarc RPG.
What's the point of having all these races if you don't develop them? At least in D&D, you've got game mechanics and illustrations to differentiate them. In microscope, we had nothing. If the player needed a threat, plot device, or faction for a new scene or event, they'd just name-drop a generic fantasy monster race and leave it at that. Since we're not a D&D group at all, I'm guessing we had different people picturing different editions (and games) versions of these monsters, at least to the extent that they were being pictured at all. Mostly they were a blur in the background.
I'm going to contrast this with the gods. If there's one thing we did right on the palette of that epic-fantasy game, it was Peter's awesome restriction of "no" to there being more than 5 gods. I should note that 5 was also the number of players. This restriction ensured that people wouldn't just throw out gods casually, or mix pantheons. All of the gods that showed up were unique creations. You'd give them a cool name, a description, and a large purview / dominion (like "Goddess of Ice, Suffering, and Childbirth") that suggested even more about them. Only 3 of the 5 possible gods entered the narrative, but the two that got introduced early on showed up again and again. They rocked.
I strongly suspect that similar limitations being applied to other areas would have worked wonders for this game. If there was a limit of roughly the same number of fantasy species as there were players, then we would have reused species instead of paying lipservice to them. If wizards were defined individuals, not just a race or profession, we might have ended up with them being a bit more flavorful.
The more you reuse something, the more definition it gets. Confusion and vagueness are the enemy in Microscope. The whole point of the system is to keep narrowing in and discovering new things about what you've already looked at from a far. When allowed limitless freedom and left to their gut-instincts on a blank canvas, we end up just throwing around cliches, tropes and buzzwords, doing the same old thing we always have. When you have a limited palette is when the really interesting revelations come up.
Labels:
Goarcs,
microscope,
other systems,
RPGs
Friday, November 4, 2011
1,000 Blank Pink Sheep
A few weeks ago my wife and I taught 1,000 Blank White Cards to some friends of ours (Mark and Laura). We played two games in rapid succession. Here's a bunch of our cards:
1kBWC - Teabagging Sheep, a set on Flickr.
Labels:
BlankWhiteCards,
cardgames,
Cards I Made
Friday, August 26, 2011
TROOPS: Cloud City
Last night I ran a one-shot based on the cool old Star Wars fan-film TROOPS. This was the second time I'd run such a game, but the last time was way back in February of 2009. For last night's reprisal, I moved the game from Tatooine to Bespin. Filmed live on the platforms of Cloud City.
Here's a link to my post about the old game. For those unfamiliar with the general TROOPS concept, here's a link to the very entertaining video that inspired this madness.
We used the classic d6 system, with the PCs assembled quick and easy via the game's template system. The PCs were mostly Stormtroopers, plus one contract Bounty Hunter (an Ewok of all things) and a probe droid operating as embedded journalist / camera crew. Surprisingly likeable PC Stormtroopers, as in the video, with completely dysfunctional shady NPCs. "All NPCs are Guilty - Otherwise they wouldn't be NPCs." A few of the PCs were reprised from the other scenario two years ago, but any who got promoted had since been busted back down to no more than junior officer status so it would still feel like TROOPS.
This time I ran them through the background events of the last third of Empire Strikes Back, explaining why the 'Falcon's hyperdrive is deactivated, how C-3PO got shot, and what kind of trouble you can get into when someone's severed hand lands on your back porch.
At the start of every scene, I handed a random PC a short written script. This was their narrative monologue to the camera, used to set up and lead in to the next scene, and establish background details. For example, to start the session, I had someone read:
"Cloud City, Bespin, 7:00 am local-time" scrolled across the screen. Then the camerabot turned to another one of the TROOPS, who said (read from the telepromter, no doubt) this:
So the PCs enter the shipyard, where a pissed-off mechanic is bandaging his hand. He explains the owner of the ship has a real menagerie on board, some big fuzzy thing, a bunch of droids, and whatever it was that bit him. For a couple minutes I managed to imply it was Chewbacca that bit him, which was a total miscommunication red-herring. The players were wondering what the guy did that would provoke Chewie to attack, but had to proceed as the arrogant Imperial pigs they were.
The Imperials head over to the ship to check it out. One officer leans into the open hyperdrive port and bangs on it to scare out whatever the animal is, and ends up with a Mynock wrapped around his helmet. There's a couple more in the engine block, and they start flying around.
It wasn't much a challenge for armed and armored troopers, but I broke out the Star Wars miniatures anyway and dipped our toes in a combat system none of us had used in a long time.. The first two Mynocks went down in the very first round, but the third one was surprisingly resilient. No one could get a decent damage roll on it, and a missed shot with a "1" on the wild-die left the NPC lying dead on the floor.
After the Mynocks were dealt with, the PCs put a "boot" on the Falcon's hyperdrive, broke one of it's tail-lights to justify a few extra tickets, and searched the holds. They confiscated the boxes full of money that Han was going to use to pay off Jabba. Aside from a little trouble with that little zappy ball that Luke used to practice his sabre work in the first film, the scene wrapped up without incident, and without the PCs ever meeting the main characters from the movies.
Next scene. One of the PCs reads:
This lead to a small scene with an "obvious prostitute", I said as I placed a minature R4 astromech unit on the tabletop. When they eventually blasted the sexbot, it responded in the typical R2D2 method, rolling back, head spinning, and dozens of tools and attachments popping out of all the hidden compartments. So now the corridor is littered with vibrators. They question the other nearby bot, PI-MP, who claims to know nothing about "that slutty little bitchbot".
"You want me to backhand her for you officer? I'm fluent in over 6 million forms of bitchslapping."
Surprisingly, PI-MP doesn't get blasted. He managed to convince them that he was innocent. Some random protocol droid came walking in at that moment, and PI-MP pointed at him. "Look, that's gotta be the pimp you're looking for officers. Look how much bling-bling he's made out of." So they let PI-MP go, and blasted poor C-3PO who just happened to wander in at the wrong time.
Meanwhile, the dirty little Ewok bounty hunter wasn't at all interested in cleaning up the prostitution of Cloud City. Since we were in a bad part of town, he went looking for other entertainment. Before long, he was involved in some illicit gambling with a bunch of Ugnaughts and Jawas, playing some high-stakes game called "Utini!" As their game wrapped up, his fellow little people said they were off to some big protest that was going on.
Which lead right into this scene:
I got out an actual map for this one, and set up a big cluster of ugnaughts, ewoks, jawas, and various short droids in a picket line. They were complaining about the working conditions on deck 12 & 1/2. Poor lighting, no safety railings, and the terribly low cielings. "First off, who are they trying to kid here? We all know deck '12 & 1/2' is really unlucky number 13. Secondly, why the low ceilings? Are they trying to say we're short? Just because we're not 2-meter tall freaks doesn't mean that some of us don't get claustrophobic! And what did Baron Calrissian do to 'improve' our lot in life? Longer coffee breaks and freakin' door to the brain of Moff Malkovich. I don't think even Moff Malkovich wants to see what happens inside Moff Malkovich's brain. I sure don't!"
The PC Imperial Officer starts making rolls of his command skill, threatening to blow up the protesters if they don't disperse. This gets rid of most of the crowd, except one little power droid who stands his ground shouting "Gonk no, we won't Go(nk)!" Time for some good old fashioned police brutality. The PC AT-ST Pilot chose to have her walker kick the Gonk Droid off the platform. She failed, with a dismal low roll and a spectacular "1" on the wild die.
So now the AT-ST scout walker is lying face-down on the terrain (a parked Imperial Shuttle on the platform, as a matter of fact) and the badly damaged Gonk droid is ominously whistling as if it's going to blow.
That's not nearly dire enough, so I chose that moment to have some of the other protesters return. Including several ugnaughts in a mecha war machine. I put my "Uggernaught" miniature on the table. I've been itching to use this mini in a scenario ever since I opened it in a booster of Star Wars minis a couple years back. Look at that thing, ain't it just ridiculously cool? Usually hard to justify, but this was no doubt the perfect game for it.
So now the PCs are pinned between the fire of a crazy ugnaught death machine, and the whistling overload of a malfunctioning power droid. Now that's drama! :)
While most of the squad was pinned down, one of the Troopers did manage to use the cover of the buildings on the map to advance without incident and take out the rebel ugnaughts by means of a well-placed grenade. The whistling Gonk droid on the other hand was beyond their ability to multi-task, so most of the PCs took wounds from shrapnel damage that penalized their rolls the rest of the night.
The PC Imperial Officer went to fetch a change of uniforms, and came back with a new mission (and thus another of my short scripted monologues).
As it turned out, the home was that of Mr. and Mrs. Lobot. For those of you who don't recognize the name, Lobot was Lando's right-hand man on Cloud City. The bald guy with the computer sticking out of his head who follows Calrissian around, wordlessly directing lesser minions. He holds a position of importance, but he's very formal and not a particularly warm or communicative individual. So, it's no surprise that his marriage is a bit strained. Probably works late nights and weird back-room business deals with his shady boss in gambling dens and strip clubs. Who's to blame Mrs Lobot if she suspects her husband is secretly some sort of mob boss?
Lots of hysterics follow. The place has been trashed. She's in tears, crying and screaming, and he's standing there stoicly telling the troopers that everything is under control. Amidst all her sobbing, they eventually figure out she keeps repeating "it's on the balcony!" There the PCs find a severed hand. Mr Lobot swears he had nothing to do with it, that it must have fallen from somewhere further up the bottomless shaft. Mrs Lobot, however, is certain it's some sort of creepy mob signal, like waking up with the head of a Bantha in your bed.
While they're all out on the balcony trying to sort things out, the rest of a body falls past them. They look upward, and see this narrow promontory extending out to the middle of the chasm. There's someone else up on the damn thing, too, some black-clad Emo kid. Cut to narration:
In the movie, after Luke throws himself off the ledge, Vader just heads back to his Star Destroyer like its no big deal. That of course is not what the PCs find when they get up there, though. No, I have a "fine tradition" in my TROOPS games that every session must end with a Drunken Darth. So Vader's out on the far end of this narrow ledge over a huge pit, all sad and depressed because his son just jumped. The Ewok bounty hunter walks out there to talk him back in. They end up sharing a few drinks - all those buttons and switches on Vader's chest plate are controls to his built-in minibar.
"I'm not a bad father, am I? I know I wasn't ever really there for him, but lots of people have workaholic absentee dads, right? That's no reason to shout 'you're not my father' and jump off a cliff, is it? I mean, it's not like he didn't know I exist, I left him with family after all. That's better than I had. You know what my mom told me? She said my daddy was a magic space virus!! You know what that does to a kid? Teaches him his mommies a damn liar, that's what it does! So at least I didn't lie to him like that..."
The Ewok tries talking him back in off the ledge, but without a lot of luck. In retrospect, I should have called for some sort of social roll to give him a shot at success, but it was a surprisingly complex scene and I was pretty deep in character, so I dropped the ball there. Not that I wasn't pleased with how it all turned out.
He's out there, waxing suicidally, and would rather down a six pack and a few bowls right here at the cliffs of doom than go back to work or blow off steam at some nightclub.
Someone suggests that the one female Stormtrooper in the squad try to coax him back to safety. She's rather reluctant, because the other time we played this, he made her be his date to his High School Reunion... and let's face it, Darth Vader is kind of a dick. Speaking of which, it's not long before she's ordered out on the ledge, pole-dancing on that vertical pipe or antennae or whatever the point of those weird bits on the bridge to nowhere are. This took a fairly difficult climbing & jumping roll, especially in the armor, but as it turns out she was up to the task.
As Vader is talking about what a great kid he had before he threw himself off the ledge, the PC Imperial Officer steps forward with their evidence baggie from the previous scene. "This son of yours, was this his by any chance?" he asks, handing Vader the severed hand.
I tell everyone that this is too much for Vader, and he feints. Everyone should roll initiative. I'll roll 3d6 for when Vader falls, only people who roll higher than him can act before he falls off the ledge. The first PC to act is also the only one who's too far away to do anything more than shout. The next two PCs try Brawling rolls to grab Vader, but fail and have to make a Dex check to keep from falling with him. The Ewok bounty hunter attaches a grappling hook to Vader, but there's some doubts as to how well a lone Ewok can belay the descent of a rather tall human in battle armor carrying a well-stocked wet bar. Yet another PC rushes out on to narrow promontory to try and grab him, and they also fail, this time with a "1" on the wild die.
Time for some final narration, this time improvised, by the GM:
Here's a link to my post about the old game. For those unfamiliar with the general TROOPS concept, here's a link to the very entertaining video that inspired this madness.
We used the classic d6 system, with the PCs assembled quick and easy via the game's template system. The PCs were mostly Stormtroopers, plus one contract Bounty Hunter (an Ewok of all things) and a probe droid operating as embedded journalist / camera crew. Surprisingly likeable PC Stormtroopers, as in the video, with completely dysfunctional shady NPCs. "All NPCs are Guilty - Otherwise they wouldn't be NPCs." A few of the PCs were reprised from the other scenario two years ago, but any who got promoted had since been busted back down to no more than junior officer status so it would still feel like TROOPS.
This time I ran them through the background events of the last third of Empire Strikes Back, explaining why the 'Falcon's hyperdrive is deactivated, how C-3PO got shot, and what kind of trouble you can get into when someone's severed hand lands on your back porch.
At the start of every scene, I handed a random PC a short written script. This was their narrative monologue to the camera, used to set up and lead in to the next scene, and establish background details. For example, to start the session, I had someone read:
We’ve just been recently stationed out here on Cloud City in the Bespin system. I know, you’ve probably never heard of it, neither had I. It’s one of those fly-by-night corporate towns, mining Tibana gas out of the sky. Not sure you can even call that mining, it’s more like sucking. Can I say that on TV?
The local governor is kinda shady, 'cause the place is almost small enough to not be noticed. He’s not even enrolled in the Mining Guilds, and he owes a lot of back taxes and gambling debts. Anyhow, the citizenry aren’t too pleased with the way he’s running things, and there’s been some disturbances as a result.
That’s why we’ve been called in, to bolster the local police force.
Sometimes that ruffles a few feathers with the local big whigs, of course, but in the end everyone agrees quality of life improves once the Empire gets involved, and that’s what really matters.
"Cloud City, Bespin, 7:00 am local-time" scrolled across the screen. Then the camerabot turned to another one of the TROOPS, who said (read from the telepromter, no doubt) this:
We’re responding to a call from the local Port Authority, seems they need a bit of help here.
There’s a ship that came in for repairs, had a malfunctioning hyperdrive or something, Put it in to dry dock at the local shop, and there’s some sort of animal problem. I’m guessing the owner left his pet on board, and forgot to tell the mechanics.
Normally, this sort of thing would be handled by Animal Control, not by the Emperor’s Finest, but apparently these here Gas Giant planets don’t have much in the way of wild life, so this town doesn’t actually have an Animal Control Guildhouse.
Looks like that fellow over there works here, we’ll start by asking him if he knows what kind of animal we’re looking for.
So the PCs enter the shipyard, where a pissed-off mechanic is bandaging his hand. He explains the owner of the ship has a real menagerie on board, some big fuzzy thing, a bunch of droids, and whatever it was that bit him. For a couple minutes I managed to imply it was Chewbacca that bit him, which was a total miscommunication red-herring. The players were wondering what the guy did that would provoke Chewie to attack, but had to proceed as the arrogant Imperial pigs they were.
The Imperials head over to the ship to check it out. One officer leans into the open hyperdrive port and bangs on it to scare out whatever the animal is, and ends up with a Mynock wrapped around his helmet. There's a couple more in the engine block, and they start flying around.
It wasn't much a challenge for armed and armored troopers, but I broke out the Star Wars miniatures anyway and dipped our toes in a combat system none of us had used in a long time.. The first two Mynocks went down in the very first round, but the third one was surprisingly resilient. No one could get a decent damage roll on it, and a missed shot with a "1" on the wild-die left the NPC lying dead on the floor.
After the Mynocks were dealt with, the PCs put a "boot" on the Falcon's hyperdrive, broke one of it's tail-lights to justify a few extra tickets, and searched the holds. They confiscated the boxes full of money that Han was going to use to pay off Jabba. Aside from a little trouble with that little zappy ball that Luke used to practice his sabre work in the first film, the scene wrapped up without incident, and without the PCs ever meeting the main characters from the movies.
Next scene. One of the PCs reads:
This part of town has a bit of a reputation as a “red diode district”, if you know what I mean. That is to say, prostitution, mostly droid-related.
We’re just gonna do a little sweep through the neighborhood, mostly chase off the hookers and johns. Let them know the Empire is here now, and that sort of thing won’t be tolerated anymore. They shouldn’t be out on the streets lookin’ for droid love, that’s what the Twi’Lek Dancing Girls Guild is for.
Of course, if any of the pimps, hos, or sexbots get uppity with us, we are authorized to use whatever force we deem necessary. That’ll send a message, loud and clear. To protect the decency and social welfare of the city, of course.
This lead to a small scene with an "obvious prostitute", I said as I placed a minature R4 astromech unit on the tabletop. When they eventually blasted the sexbot, it responded in the typical R2D2 method, rolling back, head spinning, and dozens of tools and attachments popping out of all the hidden compartments. So now the corridor is littered with vibrators. They question the other nearby bot, PI-MP, who claims to know nothing about "that slutty little bitchbot".
"You want me to backhand her for you officer? I'm fluent in over 6 million forms of bitchslapping."
Surprisingly, PI-MP doesn't get blasted. He managed to convince them that he was innocent. Some random protocol droid came walking in at that moment, and PI-MP pointed at him. "Look, that's gotta be the pimp you're looking for officers. Look how much bling-bling he's made out of." So they let PI-MP go, and blasted poor C-3PO who just happened to wander in at the wrong time.
Meanwhile, the dirty little Ewok bounty hunter wasn't at all interested in cleaning up the prostitution of Cloud City. Since we were in a bad part of town, he went looking for other entertainment. Before long, he was involved in some illicit gambling with a bunch of Ugnaughts and Jawas, playing some high-stakes game called "Utini!" As their game wrapped up, his fellow little people said they were off to some big protest that was going on.
Which lead right into this scene:
There’s a lot of labor disputes going on lately. Not being affiliated with the Miner’s Guild, the local government is ill-equipped to deal with it.
An informant told us that there was going to be some sort of protest going on, an attempt by the workers from “Deck Twelve an’ a Half” to unionize or something.
On the one hand you want everybody to be able to speak their mind and improve their lot in life, but at the same time... well, we all know that protests are often just the first step towards Rebellion and lawlessness. We’re gonna see if we can’t get them to disperse, kinda nip that in the bud before it gets too troublesome.
Ah, jeesh, look at all those little guys. They’re kinda cute. Hope we don’t have to disintegrate them. Set for stun.
I got out an actual map for this one, and set up a big cluster of ugnaughts, ewoks, jawas, and various short droids in a picket line. They were complaining about the working conditions on deck 12 & 1/2. Poor lighting, no safety railings, and the terribly low cielings. "First off, who are they trying to kid here? We all know deck '12 & 1/2' is really unlucky number 13. Secondly, why the low ceilings? Are they trying to say we're short? Just because we're not 2-meter tall freaks doesn't mean that some of us don't get claustrophobic! And what did Baron Calrissian do to 'improve' our lot in life? Longer coffee breaks and freakin' door to the brain of Moff Malkovich. I don't think even Moff Malkovich wants to see what happens inside Moff Malkovich's brain. I sure don't!"
Lucasfilm purists might complain about my bizarre choice to work in numerous references in this scene to Being John Malkovich. I know, it was silly, and doesn't quite fit in the Star Wars universe - not even the Expanded Universe. Just like the cameo by Tom Servo in the background in the TROOPS film, so I feel justified. And lets be honest, it's not like you would have been any happier if my references were to Willow or Howard the Duck, so cut me some slack.
The PC Imperial Officer starts making rolls of his command skill, threatening to blow up the protesters if they don't disperse. This gets rid of most of the crowd, except one little power droid who stands his ground shouting "Gonk no, we won't Go(nk)!" Time for some good old fashioned police brutality. The PC AT-ST Pilot chose to have her walker kick the Gonk Droid off the platform. She failed, with a dismal low roll and a spectacular "1" on the wild die.
So now the AT-ST scout walker is lying face-down on the terrain (a parked Imperial Shuttle on the platform, as a matter of fact) and the badly damaged Gonk droid is ominously whistling as if it's going to blow.
![]() | |
| It ain't easy justifying this much SteamPork. |
That's not nearly dire enough, so I chose that moment to have some of the other protesters return. Including several ugnaughts in a mecha war machine. I put my "Uggernaught" miniature on the table. I've been itching to use this mini in a scenario ever since I opened it in a booster of Star Wars minis a couple years back. Look at that thing, ain't it just ridiculously cool? Usually hard to justify, but this was no doubt the perfect game for it.
So now the PCs are pinned between the fire of a crazy ugnaught death machine, and the whistling overload of a malfunctioning power droid. Now that's drama! :)
While most of the squad was pinned down, one of the Troopers did manage to use the cover of the buildings on the map to advance without incident and take out the rebel ugnaughts by means of a well-placed grenade. The whistling Gonk droid on the other hand was beyond their ability to multi-task, so most of the PCs took wounds from shrapnel damage that penalized their rolls the rest of the night.
The PC Imperial Officer went to fetch a change of uniforms, and came back with a new mission (and thus another of my short scripted monologues).
We’re responding to a possible domestic dispute. Neighbors called, said there’s a lot of yelling and the sounds of dishes shattering coming from one of the homes here.
I don’t expect too much trouble, though, as you can tell we’re in a nice part of the city. They’ve got a beautiful view of the bottomless shaft, there. That’s a doozy.
If need be, we can take one or both of them down to the Detention Center till they sober up or calm down.
Dispatch says its the address is the home of one of the local city administrators, so chances are they’ll quickly calm down just to keep up appearances. These local government types are kinda slippery like that.
As it turned out, the home was that of Mr. and Mrs. Lobot. For those of you who don't recognize the name, Lobot was Lando's right-hand man on Cloud City. The bald guy with the computer sticking out of his head who follows Calrissian around, wordlessly directing lesser minions. He holds a position of importance, but he's very formal and not a particularly warm or communicative individual. So, it's no surprise that his marriage is a bit strained. Probably works late nights and weird back-room business deals with his shady boss in gambling dens and strip clubs. Who's to blame Mrs Lobot if she suspects her husband is secretly some sort of mob boss?
Lots of hysterics follow. The place has been trashed. She's in tears, crying and screaming, and he's standing there stoicly telling the troopers that everything is under control. Amidst all her sobbing, they eventually figure out she keeps repeating "it's on the balcony!" There the PCs find a severed hand. Mr Lobot swears he had nothing to do with it, that it must have fallen from somewhere further up the bottomless shaft. Mrs Lobot, however, is certain it's some sort of creepy mob signal, like waking up with the head of a Bantha in your bed.
While they're all out on the balcony trying to sort things out, the rest of a body falls past them. They look upward, and see this narrow promontory extending out to the middle of the chasm. There's someone else up on the damn thing, too, some black-clad Emo kid. Cut to narration:
We’re heading up a few levels, there’s a crisis situation, looks like a Jumper. It’ll be our job to talk him down.Hey, if you forgave a Being John Malkovich reference, I figure you won't mind me stealing a Bastogne line from Band of Brothers.
We don’t get these suicide calls too often since most citizens of the Empire are so darned happy. You sure do see it more often out here on the Rim, though.
I remember a couple of planets back, there were these Jumpers just hanging from the ceiling! Hanging there. Wouldn’t come down. Stayed up there so long, they caught their death of cold.
Man, that place sure was chilly. C - O - L - D! You can ask my wife. On a frosty night,
laying in bed, I still say to her “Well at least I’m not back on Hoth!” I’ll remember that place for the rest of my life.
In the movie, after Luke throws himself off the ledge, Vader just heads back to his Star Destroyer like its no big deal. That of course is not what the PCs find when they get up there, though. No, I have a "fine tradition" in my TROOPS games that every session must end with a Drunken Darth. So Vader's out on the far end of this narrow ledge over a huge pit, all sad and depressed because his son just jumped. The Ewok bounty hunter walks out there to talk him back in. They end up sharing a few drinks - all those buttons and switches on Vader's chest plate are controls to his built-in minibar.
"I'm not a bad father, am I? I know I wasn't ever really there for him, but lots of people have workaholic absentee dads, right? That's no reason to shout 'you're not my father' and jump off a cliff, is it? I mean, it's not like he didn't know I exist, I left him with family after all. That's better than I had. You know what my mom told me? She said my daddy was a magic space virus!! You know what that does to a kid? Teaches him his mommies a damn liar, that's what it does! So at least I didn't lie to him like that..."
The Ewok tries talking him back in off the ledge, but without a lot of luck. In retrospect, I should have called for some sort of social roll to give him a shot at success, but it was a surprisingly complex scene and I was pretty deep in character, so I dropped the ball there. Not that I wasn't pleased with how it all turned out.
He's out there, waxing suicidally, and would rather down a six pack and a few bowls right here at the cliffs of doom than go back to work or blow off steam at some nightclub.
Someone suggests that the one female Stormtrooper in the squad try to coax him back to safety. She's rather reluctant, because the other time we played this, he made her be his date to his High School Reunion... and let's face it, Darth Vader is kind of a dick. Speaking of which, it's not long before she's ordered out on the ledge, pole-dancing on that vertical pipe or antennae or whatever the point of those weird bits on the bridge to nowhere are. This took a fairly difficult climbing & jumping roll, especially in the armor, but as it turns out she was up to the task.
As Vader is talking about what a great kid he had before he threw himself off the ledge, the PC Imperial Officer steps forward with their evidence baggie from the previous scene. "This son of yours, was this his by any chance?" he asks, handing Vader the severed hand.
I tell everyone that this is too much for Vader, and he feints. Everyone should roll initiative. I'll roll 3d6 for when Vader falls, only people who roll higher than him can act before he falls off the ledge. The first PC to act is also the only one who's too far away to do anything more than shout. The next two PCs try Brawling rolls to grab Vader, but fail and have to make a Dex check to keep from falling with him. The Ewok bounty hunter attaches a grappling hook to Vader, but there's some doubts as to how well a lone Ewok can belay the descent of a rather tall human in battle armor carrying a well-stocked wet bar. Yet another PC rushes out on to narrow promontory to try and grab him, and they also fail, this time with a "1" on the wild die.
Time for some final narration, this time improvised, by the GM:
There's a scraping metallic sound, and the camerabot pivots to see several bolts of the superstructure pop as the narrow platform buckles under the weight. With a sudden lurch, the entire promontory breaks loose and tumbles far down out of sight, taking Vader and the whole squad with it.So I guess technically that's a TPK, but I've never seen a group quite that unanimously happy with a Total Party Kill before. TPKs don't usually get applause and laughter.
"TROOPS was filmed live in Cloud City." The theme music plays as the credits roll. "Bad Droids, Bad Droids, whatchyagonna do?"...
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