As mentioned in some of my recent posts, last week I ran a impromptu RPG. The setting was influenced by Tolkien's Moria and dwarf-based fantasy in general, but also (and more strongly) by Dwarf Fortress. The system was cardX, a variant of the 6X RPG. My posts from Friday gave a detailed plot synopsis, and reprinted the cards that were drawn.
Since we had 6 players plus GM, for every card that was drawn, a great number more were created but never made it into play. These cards represent a number of "what if" scenarios, and actions that almost happened. As is the danger with 6X, sometimes the best ideas for results just never happen, and sometimes the same idea will end up as a possible result again and again until it either happens or is abandoned. So there's a lot of redundancy here, but also some real gems
The cards got a little shuffled up on the way home, so I'm not 100% certain what order they went in. I've done my best to reconstruct the order they appeared in. Since we allowed people to throw in 0 to 3 cards per event depending on how inspired they felt, some sections are much larger than others. The previous post will provide more context if my brief titles aren't clear enough.
Card Draw #1: Burning the tree house.
Mad Oleg starts a fire and a bunch of intelligent orangoutangs attack us from the treehouse.
Elves. Drunk elves. Throwing pumpkins.
An elf hunting party dogs you all the way to the cog-encrusted bridges of HammerPatterned. The supply wagons are lost.
The trees are actually treants. They don't take kindly to being set afire. They attack Mad Oleg.
Card Draw #2: What happens when the bridge-lever is pulled?
Magma chutes open, filling the entire valley with fiery lava. Those on opposite bank will have a painful, but probably non-lethal, crossing.
The gears turn, opening a secret door in the other side (opposite the lever) of the bridge. Inside the secret door are kobolds.
Turns into a giant cogwork stone golem, and it is pissed! Attacks the party.
All the cogs star spinning and the bridge flips upside down. There is a warning of dire evil on the bottom.
The lever sets off a trap! Back on the side we came from there's an explosion and we see a cloud of dust and hear the sound of 1,000 hungry rats being released… RUNNN!!!
The cogs start turning on the bridge, and it starts migrating up the ravine.
Moves down to the lower entrance.
Card Draw #3: What noise do they hear?
An orcish drum solo.
We hear a rumbling sound, as of volcanic activity. But the syrupbeards would never have built on a volcano!
The haunting wails of dozens of dwarves ghosts flow down the halls of the darkened, abandoned fortress.
It is the metallic sound of some eldritch machine being activated. No doubt created by a crazed inventor.
The sound of a giant, wild party.
It's the sound of pints being poured. Irresistable dwarf lure! (Or possibly a waterfall)
A thousand voices crying "Tusk!"
Card Draw #4: Oin jumps atop the 7-story jasper elephant
Oin lands on top of the elephant, and nothing bad happens. The judges award him a 9, 8 9, and 6 for the leap. (The elf judge was clearly biased.)
Oin reaches the elephants head. It becomes animated and tries to shake him off.
Oin slips, falls, and slides down the curved u-shaped jasper trunk, momentum carries him up the other side, and he disappears into a nostril.
A wind rises from below, blowing Oin to the other side of the gallery with its force. The elephants eyes start glowing.
Slips, slides down to the tusk, and rides it up into a lob into the air.
Card Draw #5: First round of the first combat. Barricade, door #2, ladder up and away, etc.
Moving the log into position too late, it burst through the door but impales itself on the massive timber.
We find the last stand of the dwarfs behind the door. The room is full of bodies stacked like cordwood.
As the dwarves run through the door, Oin remains behind, watching, hidden in the rubble. He's horrified to see Syrupbeard riding the mastodon with an electrum harness.
Army of kobolds in tusk-ivory armor.
The door opens into a shaft going down….
We find a room full of cats.
Brunhilda climbs partway up a ladder ready to pounce on whatever comes out and pound it with her hammer.
The door burst open. A small dwarf child stands on the other side. Naked except for a tusk necklace and a hat shaped like the houdah-tower that a war elephant would carry on it's back.
We find a dining room with only a few corpses.
Card Draw #6 : Facing the ghost elephant, plus there's a noise behind the barricaded door,
FlameTrunk hurls Oredang (now on fire) across the room. Smashes into Brunhilda, knocking her off the ladder.
Bursts open and a deep demon mastodon strides forth, eyes ablaze!
Brunhilda makes it partway up the ladder when Oredang is flung at her. She manages to grab Oredang and help here onto the ladder. The living mastodon comes through the door and trumpets at the ghost.
Oredang closes the door.
Mammoth bursts through the door, shatters Mad Oleg's beam, and the splinters impale the fake elephant skeleton setting the entire contraption on fire.
Cog Clasphanks jumps in front of the skeletal beast and prostrates herself, taking heed of the engraved warning. The action appeases the elephant and it adopts Cog as a pet.
Card Draw #7-8 : Battling against what we think is a normal mastodon
The mastodon eyes the dwarves with an odd intelligence, then walks deeper into the dungeon.
Brunhilda jumps on the mastodon as it lurches back into the room. Another dwarf, crazed and cackling madly, is riding the mastodon with a silver harness.
The dwarves that run down the passage way that the mastodon came out of find the mastodon's mate and 2 calfs.
In the haste to avoid the beast one of the dwarves accidentally bumps a bucket into a deep well, causing a lot of noise. This wakes a hoard of goblins sleeping deep in the fortress. They're coming!
The mastodon chases us into the needlessly long, narrow staircases over the massive fall with no railing.
Brunhilda waits until the mastodon comes running under her and then jumps on it and batters it to unconsciousness with her hammer.
Draw twice. Both happen.
Brunhilda jumps onto the mastodon from the ladder. Lands on it's head. She proceeds to bludgeon it unconscious with her hammer.
Some dwarves retreat and find a catapult.
Cog prostrates herself to the mastodon. It recognizes this action as supplication, and accepts Cog as a pet. Her friends are freed, but now she must feed the mastodon - Quickly!
Detecting a vein of limestone, Mad Oleg yells at the mastodon getting it to follow him. He leads it to an area with a limestone ceiling and collapses it, trapping the beast.
Thugnar pulls himself along the tusk and smashes open the beast's skull! Then the sound of more mastodons thunders out!
Suddenly Oredang gets a fit of inspiration for an artifact. All the other players each name an item that could be within a few rooms of oredang. Then we do a series of cards to decide/define what she makes.
Card Draw #9: Cog was just swallowed
Covered with carving tools, she is not what you want in your guts. The mammoth starts to roll in agony, it's intestines are sliced open.
The were-mastodon reverts to human form. Cog is inside, and takes a lot of damage. The previously impaled dwarves fall to the ground.
The mastodon runs across a pit trap set up decades ago. It falls 10 levels down, to its death. The ghosts of Cog, Thugnar, and Oin son of Gloin son of Broins son of Droin son of Moain all rise.
Thugnar pulls himself along the tusk until he's eye to eye with the beast. He then head-butts the beast, knocking it silly!
Brunhilda leaps onto the mastodon. Also on its back is a crazed dwarf with a silver harness!
Brunhilda jumps from the ladder as the mastodon runs under. She lands on its head and beats it to death with her hammer.
Card Draw #10: Mecha-mastodon
Noticing that the eyes are gems, Mad Oleg leaps up, licks one, then pulls it out with his pickaxe, impaling a kobold as he does.
The mechamastodon swallows brunhilda. She lands in a cage next to Cog's cage. The kobold co-pilot pokes a bone spear out of the cockpit and impales Cog.
Cog throws her chisel and strikes some random bit of machinery. The mastodon's tusks retract, it's teeth grown, and it turns into a giant mastodon-textured tyrannosaur.
Thugnar pulls himself the beast's face, stares it in the eyes, and head-butts it. The head breaks open revealing the kobolds. Cog gets free, and Brunhilda crashes through the top!
Cog uses her engraving chisel and hammer to chip the grates out of their sockets. Freely moving she grabs the kobolds and 'jettisons' them out the rear, taking control of the mechanical mastodon
Card Draw #11: Oin's fate after impaling.
As he falls from the Beast, Oin son of Gloin crashes into a barrel of Golden Salve, one of the most precious elven plant extracts in the land. Realizing the healing properties immediately, he is forced to drink the barrel as it drains onto the floor. Blech…
Oin son of Gloin is dragged from the battlefield as Oredang opens up on the machine with a ballista. We find a pantry and barely treat his wounds with an ancient ale and fungus poultice.
Oin son of Etc shoves a large, medicinal loaf of bread in the wound! As the bread does its work, Thugnar kicks the other tusk loose and falls to the ground.
As Oin lies bleeding on the ground, he feels a tongs in his right hand. His spirit leaves his body and enters the tongs, where it survives many years longer than any of those other dwarves.
Looking for the hospital to try to help Oin, Mad Oleg finds another, unoccupied Mammoth vessel and gets it into operation.
Oredang goes into a fell mood! She claims a butcher's workshop. Then she comes back, stick a pick in Oin's head, and drags off his corpse.
Oin has landed in a pile of dwarf clothing. It's dirty and ripped, but he uses it to make a bandage so he won't bleed to death.
Card Draw # 12: Groin's entrance
Oredang finds a mysterious artifact crossbow inlaid with cat bones, and decorated with spikes of jasper and bituminous coal. Someone yells "Anyone in there? Father..?"
Cog breaks the inner cage grates from their hinges, allowing her to kill the other kobold and take control of the mechanical mastodon. During the struggle to take control she smashes the beast through the front gate, opening the fortress up to Groin.
Groin, son of… opens the main doors by means mysterious. Meanwhile, Thugnar, bloody tired of being impaled on a tusk, grabs a hold of a column and yanks the tusk free of the mechamastodon.
Card Draw # 13: More mechamastodon melee
The remaining kobold gets tired of going in circles. It stops the mastodon and makes the head shake, causing Brunhilda to go flying and thugnar to fall off the tusk.
Mad Oleg swings Groin into the rear of the mammoth. THe tong-chain catches the mammoth and up-ends it, spilling Groin onto the kobold, who is now disarmed.
Brunhilda pulls levers at random. The mastodon trumpets, then tweets, then goes OOK OOK OOK. The kobold shoots Brunhilde in the arm and she drops her axe. The mastodon stops moving.
Brunhilda's weapon knocks aside the kobold's crossbow aim. His bolt ricochets, and hits Mad Oleg in the eye.
Brunhilda dodges the bolt, which then hits something vital to the mastodon's movement. It stops and she beats the other kobold to death.
Card Draw #14: What next?
Mad Oleg is inspired. Each player names an item that could be found nearby. Then we make cards describing artifacts Mad Oleg could make from those items during this Strange Mood.
Elves attack.
The rat demon, previously held at bay by the elephant, he's scared of elephants, manifests.
A crazed dwarf comes running from the depths of the keep. He sees the stopped mastodon and hugs Mad Oleg, saying "Thank you for saving me from the elephants."
The sound of a kobold war triangle ominously chimes through the air! The sound of more mechamastodons echo through the chamber.
Thugnar dies on the tusk. Elves arrive to avenge their forest. Ghasts of Oin and Thugnar and the dead Yak rise up to haunt us.
There is no way that Oredang's yak should have been able to get into the fortress. It totally never shot crossbow bolts out of its mouth before, either.
The elves arrive to avenge the forest. Brunhilda kills the kobold and
free Cog. Groin breaks the right tusk off the mastodon, dropping Thugnar
to the ground in a bloody heap.
Card Draw #16 to 17: brewery battle
Many Kobolds die. The flaming trunk lights the elephant on fire. The dwarves flee the burning wreck which falls on and kills the remaining kobolds.
Oleg sets one of the vats of beer on fire, apparently someone added flammable liquid. The kobold was nearby is now running about on fire. Cog and Brunhilda manage to kill a number of kobolds.
Kobold massacre! A few dwarf losses too.. which means the remaining dwarves go insane and kill themselves. More brew for us!
Mad Oleg's flaming elephant-butt attack kills three kobolds but also sets the beer on fire. The fire is heating the still. The whole thing is nearly critical!
An old skinny dwarf elder setps forward. "We must not offend the Elephant Gods again, or we will all be cursed this time!" The poor enslaved dwarves assault you and overpower you since you dare not harm your kin. You wake in chains.
The battle rages on, mastodono-a-mastodono, for hours. Whicher player draws this card: their character is driven mad by hours of booze-withdrawal, and is now a homicidal villain.
The mechamastodons go into battle, but the kobolds don't expect Oleg with the flaming trunk. He sets the other mastodon on fire. It goes around setting kobolds on fire.
Groin son of Oin takes the beer hostage! "Drop your weapons and surrender to me, OR YOU'LL NEVER BE DRUNK AGAIN!"
Cog and Brunhilda charge the other mastodon and the two lock trunks. Oleg immolates a dozen kobolds! Thugnar grabs a beer!
The mechamastodons lock tusks in a fierce battle. The still is destroyed but the barrels are spared. The dwarves jump on top of the kobold mastodon and rip open the hatch, pulling kobolds out.
The PC who drew this card is shot in the eye by a kobold crossbow.
An elven army shows up to avenge the forest. A goblin army shows up to take the fortress. Kobold reinforcements arrive.
"You have to find the artifact," one of the captive dwarves whispers to Oredang. "The mastodon spirits are angry at the sacrilege."
The dwarves have been poisoning the beer in an act of rebellion. Your first clue is when Groin son of Oin doubles over after tasting it while on guard duty.
Thugnar, his French Bread glistening with kobold gore, strides into the brewery and pulls a pint, drinks deeply and sighs. And a bunch of stuff happens outside.
Booze casks are smashed open. The entire room is engulfed in fire. The PC who drew this card is the only one who _doesn't_ catch on fire.
Both elephants catch fire! Cog and Brunhilda are burned, but escape alive! The battle continues on foot. The kobolds are led by a kobold with an elephant mask.
The kobolds see that Mad Oleg came out of the mechamastodon and try to surround him, but he uses the trunk to set them on fire. Cog and Brunhilda manage to force the flaming mastodon out of the brewery.
The fighting mechamastodons spin into the brewery, imperiling the ale!
Card Draw #18: Battle above the abyss
The noise from the fighting mammoths was up a Forgotten Beast way down below -- the dwarves had dug too greedily and too deep… The beast rises up and devours the mammoths and kobold 'riders' and turns its gaze to the other dwarves.
The mastodon teeters on the brink! The flaming kobolds start leaping from the beast, making it tip! Thugnar strides forth into the brewery covered in gore and has an ale. AAAAH!
The mastodon tips and almost falls into the abyss! It's hanging by the trunk. Burning kobolds jump into the control chamber! Will Cog and Brunhilda fight, flee, or drive the elephant?
The kobold guards rush the mammoths and shove them off. Several kobolds fall with it. Brunhilda and cog leap at the last moment landing amongst the remaining kobolds.
The flaming kobolds board your mechamastodon. Oredang is stabbed. Mad Oleg starts on fire. Brunhilda's pants leg gets caught in the gears of your mechamastodon.
Card Draw #19: Crazed Craftsdwarf
The crazy guy grabs one dwarf and drowns him in the beer. Oleg uses the trunk to set him on fire as a sacrifice to the elephant god.
Groin son of Oin smites the insane dwarf. "As your new nobleman," he shouts, "I demand PLATES!!!"
Thugnar drowns the crazy artisan dwarf in a hogshead of stale ale! Then thugnar has another beer… from a different keg.
The craftsdwarf is wearing another artifact, "Wombatdunked", a maple earring. It is bound in granite, adorned in dangling rings of green glass, and menaces with spikes of maple. As he freaks out and fights, the artifact earring impales Cog, rupturing the eye and bruising her brain.
Card Draw #20: Epilogue
Thugnar's wound begins to fester. A miasma erupts from his flesh. He dies, as does another PC (of John's choice) who contracts the infection. Then we add another round of cards to those already in the bag.
Brunhilda agrees to stay to build a new elephant statue for the dwarves. She finds a craftsman who make flames come out of the trunk, and they make it facing the front gate.
Groin son of Oin arranges for an epic funeral for his father Oin son of Gloin. A great statue is built which gives Oin's lineage to the sixth generation. The plaque on the statue claims that about half of them are elephants.
Cog crowns Mad Oleg as King. She names herself Baroness. She gives Groin son of Oin the title of Bookkeeper, as suits his appraisal skills. They take over the fortress.
Thugnar finally has enough beer.
Dangerous assumptions about how gaming relates to life. Also a place for r_b_bergstrom to keep an archive of things he flung out into the gaming fora and wikis of the world.
Showing posts with label 6X RPG. Show all posts
Showing posts with label 6X RPG. Show all posts
Monday, October 1, 2012
Friday, September 28, 2012
Hammer-Patterned, The Multiplicity of Tongs
This is a story synopsis and play-by-play for a tabletop RPG I ran last night. The game was completely improvised, and the system was 6X, so it ended up being pretty wacky.
Starting premise was essentially "reclaim" mode of the video game "Dwarf Fortress". If you've never played DF, just picture the abandoned halls of Moria from Lord of the Rings… with a penchant for going FUBAR in delightfully slapstick ways. If you are familiar with Dwarf Fortress, you'll get a couple of inside jokes below, but you'll also quickly see that we diverged from the source material.
For a thousand years the mighty Dwarf enclave known as "Hammer-Patterned, The Multiplicity of Tongs" had stood solid within a rocky mountain at the edge of the empire. But now, several years have passed since word or caravan had come forth from Hammer-Patterned, and the worst is feared.
A small group of stout Dwarven settlers and explorers has been sent forth to Hammer-Patterned to learn the fate of King Blordok Syrupbraid, re-establish the trade-route if possible, and claim salvage rights should things in Hammer-Patterned turn out to be as bad as they are feared.
Our party of stout dwarves explorers is as follows:
I started the game with some narration about the overland trip. When you arrive at your destination, the food cart has already run out and you've polished off half the mules. That baby Yak calf is starting to look pretty good.
Then I threw in a passing comment about the sad state of the disused trade route and especially the statuary along it, and it nearly took the game in a completely different direction. I said the ancient statues at the side of the road were overgrown, and someone had put pumpkins or jack-o-lanterns where the statues heads should be, but I didn't really know where I was going with this. It was just color, drawn from an old fantasy illustration I saw once for one of the Lord of the Ring books. The players immediately started blaming the elves, so I said that near one of the statues was a tree with an old ramshackle treehouse in it's branches, and they could hear the slow sad sounds of a banjo on the wind.
The players debated whether to sneak past what were clearly creepy elfbillies, or just burn the place. Seemed like a great place for our first card draw.
We threw in a little color narration about dim-witted elven hillbillies having a conversation as their treehouse burnt down around them. One with a banjo, the other a pitchfork. "There they go, setting' us afire agin. An' I was jus' bouts to warn 'em that there's nuthin down that road but the ol' haunted dwarves place."
Escaping past the (flaming) tree line, and hauling their booze kegs on their own backs, our fearless dwarven explorers find themselves at the massive bridge that marks the borders of HammerPatterned the Multiplicity of Tongs.
The bridge was carved of stone and set with cogs and machinery. Dangling from the sides were chains ending with metal Tongs clattering in the breeze. With his knowledge of ancestry, Oin son of blah was able to explain that the local custom was to hang a set of ancestral tongs to commemorate the moment and place of passing of any dwarf. Clearly, hundreds of dwarves had died on this particular bridge. At the far end of the bridge was a mighty lever, so Thugnar the bold ran across the bridge and yanked the lever while his friends were crossing more slowly behind him.
I like to imagine that the other cards in the bag were full of horrible trap-riddled death the likes of which would have made even One-Eyed Willie turn white as a bone, but alas the one the players drew said simply:
Thereafter followed a long section without any cards being made or pulled. There were probably a couple moments where we could have done cards, but each time someone would announce an idea they had that sounded fun enough we all just conceded the narrative ground to them.
The dwarves came to the gates of HammerPatterned, which were huge granite things set with engravings of hammers. The doors looked like they hadn't been opened for some time. We tried speaking "friend" to them, but to no avail. An oversized steel hammer and tongs hung from a chain, dangling out of the mouth of stone grate above the doors. A grate perfect for pouring something down on unwanted guests, like boiling oil. Most of the party stepped back or to the side.
Nearby was a pumpkin patch, growing in the sunlight beside the gates. Not a particularly dwarven crop, but we all grudging acknowledged you could ferment and brew with them if you had to. Oredang pastured her Yak calf at the p-patch.
Speaking of Yak p, by this time Thugnar had started knocking on the massive doors with the dangling hammer, and the other players suggested that his greeting should be that someone or something pees on him through the grates above. Sometimes you just gotta play to your audience.
Wet and smelly but surprisingly undiscouraged, Thugnar decided to yank on the big chain to see if maybe it rang a bell inside and summoned servants. Instead it made the grates above open up. As i was about to narrate huge rocks falling and call for a card draw, again a player interrupted me with a rather more amusing possibility so I just said yes. A Yak fell from grate, narrowly missing Thugnar and going splat on the ground.
Additional chains and tongs now dropped and dangled from the grates as well, because clearly, any place where a Yak might feasibly drop on you is a place likely to have claimed the lives of many a drunk dwarf (and thus need commemorating per the previously described local custom). So the players climbed up the mesh of chains and into the inside of the gatehouse.
Inside where the desiccated remains of a dwarf who had barricaded himself into the gatehouse. He'd clearly lived here for some time before passing on when the beer ran out. The grain and foodstuffs he had with sequestered with him were nearly out as well, but had been enough to sustain the Yak until this very day.
Before the booze ran out, the dead dwarf had kept himself busy carving the walls of his gatehouse tomb. Here is an engraving of a dwarf and and elephant. The dwarf is riding on the elephant. Here is an engraving of dwarves and an elephant. The dwarves are holding hands around the elephant. Here is a superior engraving of dwarves and an elephant. The elephant is giving birth to the dwarves. Riffing off of "Boatmurdered" (google it), mostly, followed by one reference to the Simpsons: Here is an engraving of just words, dwarves runic script in shaky handwriting, "can't sleep, elephants will eat me, can't sleep, elephants will eat me".
Undaunted (and now motivated by the inescapable conclusion that the fortress had been abandoned and thus the salvage rights were theirs), the players took down the barricade, and opened the doors. Beyond were balconied galleries, overlooking the main hall and gates to the fortress. Far below them the main hall angled downward into the bowels of the earth.
It was at that moment that I told them, "all of a sudden, you hear a terrible noise reverberate through the fortress. Everyone contribute a card to the hat describing a possible noise." Apparently someone liked my engravings, because the card that was drawn said:
The floor of the main hall below fell further and further down, until at least 7 stories separated the extended balcony they walked upon from the main floor. As they probed deeper into the gloom, they eventually saw a giant Jasper elephant statue. It's head rose to the level of the balconies, so it was 7 stories tall, and equivalently long.
The thought occurred to me then and there that it'd be a cool demise for the fortress if they'd had a "Trojan Horse" scenario where the elephant statue had brought some invading force… but the gates were clearly secure and intact, whereas at Troy the gates were torn apart. If I wanted to go the Trojan route, I'd have to give the players another clue… and I'd have to do so quickly, because in 6X you can't be subtle or slow because at any time a player action could derail your plans.
So I said there was a lever nearby. The players pulled it, and the entire top of the mountain retracted, giving them a clear view of everything. This meant you'd be able to drag the 7-story statue in our out of the fortress's 2-story gate. That (plus "the elephant is giving birth to the dwarves") made me feel like I could later go more explicitly Trojan and it'd be deemed foreshadowed rather than contradictory.
Oin son of blah suddenly got the idea into his head that if we can't find stairs down from the gallery, maybe we can somehow find stairs down from an elephant. It was a novel idea, and he approached it with masochistic gusto, suddenly jumping off the balcony towards the head of 7-story elephant. This had some potential to backfire, and we hadn't done cards in a while, so what the heck…
Rather than split up the party, I allowed the others to quickly find a ladder down and start unburying Oin son of blah. But as they labored, they could again hear the trumpeting of a mastodon, and the sound was now growing closer. Oh, and something about the cantilevered clockwork mechanisms closing the mountain top again since no one was up there holding the lever any more.
They free Oin son of blah, bandage him up, loot the huge garnet eyes of the crumbled statue, and then realize the source of the mastodon sounds is now only 1 room away from the main gall. It's behind Door #1. Mad Oleg starts trying to barricade Door #1. The other players start to scatter, and one opens a door across the room (which we'll call Door #2) to make an escape. The remainder of the part started describing various other dubious escape routes, and I decided the best way to bring this chaos under control was to have everyone make a card describing the event they wanted to have resolve first.
I gave everyone the opportunity to put in one brief bit of flavor narration that didn't change the overall situation, so they could illustrate how they fought or fled as appropriate, and then we did another card round to determine how the fight would resolve. Hammers and picks were swung, Brunhilda clambered up a ladder to line up a daring leap towards the mastodon's head, and the monster thrashed about. Then:
And wouldn't you know it, the players drew another one of my cards the very next round.
So, I narrated that Cog drops down into the belly of the mechanical beast, and is immediately sealed inside one of several cages therein. Above her, safe within a metal cockpit with, are two kobolds operating the bicycle-driven mechanisms of the mechamastodon. They have reinforced windows that let them look down at Cog, or stare out through the "eyes" of the mechamastodon.
Next round:
At this point, I decided it was worth dealing with the impaled people. I announced that one of the tusks went limp, and Oin son of blah slid off the end of it. He's now bleeding out on the floor as the mechamastodon runs circles around him. I directed the players that this round of cards should not resolve the overall fight, but primarily determine Oin's fate.
Dan quickly came up with a brand new character, well, kinda…
Then: "I am GROIN son of OIN son of GLOIN son of BROIN son of DROIN son of MOIN. You killed my father, OIN son of GLOIN son of BROIN son of DROIN son of MOIN. Prepare to die!"
I'm not sure exactly what happened next. The kobold was dead, the threat neutralized. They must have freed Cog. I remember Devon saying that Oredang had grown attached to her fine steel pick.
Mad Oleg wanted the flaming trunk "mechanism" off the ghost elephant, which was now somehow retroactively also a hollow mecha-skeletal-elephant and not a ghost elephant and I'm not really sure how any of that made sense, but it was amusing and he'd had the unfortunate distinction of not having any of the cards he'd created get drawn by anyone in any of our 13 to-date pulls from the hat, so I just said yes to his crazy idea. Plus, that retcon made at least as much sense as shoving bread into your wounds
… but other than all that miscellaneous insanity, I'm not really certain what the context was of this card, or why we were drawing:
The brewery was guarded by kobolds in bronze armor, carrying bronze whips, and making mastodon calls on bronze french-kobold-horns. They apparently assumed the PCs were just another run-of-the-mill kobold-filled mechamastodon.
The doors to the brewery swing open, revealing dozens of emaciated, broken dwarves, clearly now enslaved to the kobolds. They are being forced to labor, and brew pumpkin ale for their kobold overlords. It is a truly sad sight, and a dishonor that cannot go unavenged.
Thugnar leaps forth from the cockpit of the mechamastodon, in much the way Athena sprung from the head of Zeus. The mythical reference will matter (sort of) a few cards later. The other dwarves start crawling out of the hole Thugnar leaves behind him, except for Brunhilda and Cog who drive the mech.
Being drunk, stupid, and beaten-down, these dwarves have started worshiping elephants and specifically the giant jasper elephant statue. They even call the players half-elephant demigods in dwarven form, come to free them from the half-elephant demigods in kobold form who were enacting the punishment of the high elephant gods.
Or something.
At this point, I realize we haven't had anyone go crazy, which is totally a Dwarf Fortress thing. So I start narrating how one of the dwarves here had used the giant jasper elephant as a component in a slightly fancier artifact statue of his own design - mainly by attaching wheels (so they could haul it in) and big garnet eyes to the existing statue. But it's totally his design now, and the pinnacle of his life, and as the players explain that the statue has been destroyed, he goes berserk.
You thought the previous fights were big and crazy, wait till you get a load of even round one of my big climactic battle with the psychopathic spreekilling craftsdwarf. We pulled out all the stops for this one!
All that's left is the "happily ever after" solution, so I let everyone throw into the hat their own personal best interpretation of how this could end.
Starting premise was essentially "reclaim" mode of the video game "Dwarf Fortress". If you've never played DF, just picture the abandoned halls of Moria from Lord of the Rings… with a penchant for going FUBAR in delightfully slapstick ways. If you are familiar with Dwarf Fortress, you'll get a couple of inside jokes below, but you'll also quickly see that we diverged from the source material.
For a thousand years the mighty Dwarf enclave known as "Hammer-Patterned, The Multiplicity of Tongs" had stood solid within a rocky mountain at the edge of the empire. But now, several years have passed since word or caravan had come forth from Hammer-Patterned, and the worst is feared.
A small group of stout Dwarven settlers and explorers has been sent forth to Hammer-Patterned to learn the fate of King Blordok Syrupbraid, re-establish the trade-route if possible, and claim salvage rights should things in Hammer-Patterned turn out to be as bad as they are feared.
An aside about the ridiculous name: Three of us grabbed random words and we mashed them together to come up with a silly title worthy of a Dwarf Fortress. It didn't make any sense to us, either, but it certainly is in line with the bizarre naming conventions employed in the source material.
Our party of stout dwarves explorers is as follows:
- Oredang the Miner (played by Devon, who had a fair amount of Dwarf Fortress). Gender: Female. Skills: Miner, Novice Organzier. Equipment: Steel Pickaxe, pet Yak calf. Beard: black, long and twisted.
- OIN son of GLOIN son of BROIN son of DROIN son of MOIN (played by Dan), (hereafter referred to as simply "Oin son of blah" to save me a lot of typing.) Gender: Male Skills: likes Ancestry Beard: 7 and 1/8ths inches
- Cog Claspshanks (played by my wife, Sarah). Gender: Female Skills: Stone Engraver Equipment: Carving Tools Beard: 9 braids (one per child she bore)
- Brunhilda the Carver (played by Laura). Gender: Female Skills: Carver, creates statues, curious, good fighter with a hammer. Equipment: Hammer, Carving Tools Beard: Has a red beard she wears in two braids.
- Thugnar the Bold (played by John). Gender: Male Skills: bold, break rock with hammer, drink ale copiously. Equipment: Hammer Beard: Long flowing blonde beard, braided intricately.
- Mad Oleg (played by Eric). Gender: Male Skills: Ore-taster Beard: filled with minerals
An aside about investigation and skills: In retrospect, I wish I'd done more with Mad Oleg's unique and flavorful "ore-taster" skill. It's got great potential for an investigative scenario, but since this was an off-the-cuff 6X game (and thus what mysteries there were remained mysterious even to the GM until they were randomly defined), I just didn't really figure out a way to make it matter. Similar things can be said for Oin son of blah's "likes Ancestry" skill that would have been really useful in Continuum or Trail of Cthulhu, but was hard to work into 6X on the fly. I wish I could have integrated these into the story better.
I started the game with some narration about the overland trip. When you arrive at your destination, the food cart has already run out and you've polished off half the mules. That baby Yak calf is starting to look pretty good.
Then I threw in a passing comment about the sad state of the disused trade route and especially the statuary along it, and it nearly took the game in a completely different direction. I said the ancient statues at the side of the road were overgrown, and someone had put pumpkins or jack-o-lanterns where the statues heads should be, but I didn't really know where I was going with this. It was just color, drawn from an old fantasy illustration I saw once for one of the Lord of the Ring books. The players immediately started blaming the elves, so I said that near one of the statues was a tree with an old ramshackle treehouse in it's branches, and they could hear the slow sad sounds of a banjo on the wind.
The players debated whether to sneak past what were clearly creepy elfbillies, or just burn the place. Seemed like a great place for our first card draw.
Card Draw? We were using a variant of 6X that I'm calling cardX. Instead of making a chart and rolling a die, each player rights a possible outcome on a notecard, and we draw one out of a hat. Learn more here.So we get our first result:
- 1: "Burning down the treehouse starts a forest fire. We have to run quickly and rush the cart along, breaking the axle."
We threw in a little color narration about dim-witted elven hillbillies having a conversation as their treehouse burnt down around them. One with a banjo, the other a pitchfork. "There they go, setting' us afire agin. An' I was jus' bouts to warn 'em that there's nuthin down that road but the ol' haunted dwarves place."
Escaping past the (flaming) tree line, and hauling their booze kegs on their own backs, our fearless dwarven explorers find themselves at the massive bridge that marks the borders of HammerPatterned the Multiplicity of Tongs.
The bridge was carved of stone and set with cogs and machinery. Dangling from the sides were chains ending with metal Tongs clattering in the breeze. With his knowledge of ancestry, Oin son of blah was able to explain that the local custom was to hang a set of ancestral tongs to commemorate the moment and place of passing of any dwarf. Clearly, hundreds of dwarves had died on this particular bridge. At the far end of the bridge was a mighty lever, so Thugnar the bold ran across the bridge and yanked the lever while his friends were crossing more slowly behind him.
I like to imagine that the other cards in the bag were full of horrible trap-riddled death the likes of which would have made even One-Eyed Willie turn white as a bone, but alas the one the players drew said simply:
- 2: "The cog bridge plays beautiful music!"
Thereafter followed a long section without any cards being made or pulled. There were probably a couple moments where we could have done cards, but each time someone would announce an idea they had that sounded fun enough we all just conceded the narrative ground to them.
The dwarves came to the gates of HammerPatterned, which were huge granite things set with engravings of hammers. The doors looked like they hadn't been opened for some time. We tried speaking "friend" to them, but to no avail. An oversized steel hammer and tongs hung from a chain, dangling out of the mouth of stone grate above the doors. A grate perfect for pouring something down on unwanted guests, like boiling oil. Most of the party stepped back or to the side.
Nearby was a pumpkin patch, growing in the sunlight beside the gates. Not a particularly dwarven crop, but we all grudging acknowledged you could ferment and brew with them if you had to. Oredang pastured her Yak calf at the p-patch.
Speaking of Yak p, by this time Thugnar had started knocking on the massive doors with the dangling hammer, and the other players suggested that his greeting should be that someone or something pees on him through the grates above. Sometimes you just gotta play to your audience.
Wet and smelly but surprisingly undiscouraged, Thugnar decided to yank on the big chain to see if maybe it rang a bell inside and summoned servants. Instead it made the grates above open up. As i was about to narrate huge rocks falling and call for a card draw, again a player interrupted me with a rather more amusing possibility so I just said yes. A Yak fell from grate, narrowly missing Thugnar and going splat on the ground.
Additional chains and tongs now dropped and dangled from the grates as well, because clearly, any place where a Yak might feasibly drop on you is a place likely to have claimed the lives of many a drunk dwarf (and thus need commemorating per the previously described local custom). So the players climbed up the mesh of chains and into the inside of the gatehouse.
Inside where the desiccated remains of a dwarf who had barricaded himself into the gatehouse. He'd clearly lived here for some time before passing on when the beer ran out. The grain and foodstuffs he had with sequestered with him were nearly out as well, but had been enough to sustain the Yak until this very day.
Before the booze ran out, the dead dwarf had kept himself busy carving the walls of his gatehouse tomb. Here is an engraving of a dwarf and and elephant. The dwarf is riding on the elephant. Here is an engraving of dwarves and an elephant. The dwarves are holding hands around the elephant. Here is a superior engraving of dwarves and an elephant. The elephant is giving birth to the dwarves. Riffing off of "Boatmurdered" (google it), mostly, followed by one reference to the Simpsons: Here is an engraving of just words, dwarves runic script in shaky handwriting, "can't sleep, elephants will eat me, can't sleep, elephants will eat me".
Undaunted (and now motivated by the inescapable conclusion that the fortress had been abandoned and thus the salvage rights were theirs), the players took down the barricade, and opened the doors. Beyond were balconied galleries, overlooking the main hall and gates to the fortress. Far below them the main hall angled downward into the bowels of the earth.
It was at that moment that I told them, "all of a sudden, you hear a terrible noise reverberate through the fortress. Everyone contribute a card to the hat describing a possible noise." Apparently someone liked my engravings, because the card that was drawn said:
- 3: "The Sound of a Mastodon"
The floor of the main hall below fell further and further down, until at least 7 stories separated the extended balcony they walked upon from the main floor. As they probed deeper into the gloom, they eventually saw a giant Jasper elephant statue. It's head rose to the level of the balconies, so it was 7 stories tall, and equivalently long.
Mad Oleg said something to the effect of: "That is the largest collection of Jasper I have ever seen in all my years of ore-tasting, and the second-largest elephant statues I've seen, too."
The thought occurred to me then and there that it'd be a cool demise for the fortress if they'd had a "Trojan Horse" scenario where the elephant statue had brought some invading force… but the gates were clearly secure and intact, whereas at Troy the gates were torn apart. If I wanted to go the Trojan route, I'd have to give the players another clue… and I'd have to do so quickly, because in 6X you can't be subtle or slow because at any time a player action could derail your plans.
So I said there was a lever nearby. The players pulled it, and the entire top of the mountain retracted, giving them a clear view of everything. This meant you'd be able to drag the 7-story statue in our out of the fortress's 2-story gate. That (plus "the elephant is giving birth to the dwarves") made me feel like I could later go more explicitly Trojan and it'd be deemed foreshadowed rather than contradictory.
Oin son of blah suddenly got the idea into his head that if we can't find stairs down from the gallery, maybe we can somehow find stairs down from an elephant. It was a novel idea, and he approached it with masochistic gusto, suddenly jumping off the balcony towards the head of 7-story elephant. This had some potential to backfire, and we hadn't done cards in a while, so what the heck…
- 4. "The jasper elephant collapses into a pile of bits burying Oin."
An aside about character mortality: I probably would have been justified in killing poor Oin given that result and it's vague statements about his status at the end of it. 7 stories of falling and then being buried under tons of shattered jasper could easily be lethal. Just like I could have made the Yak, rather than just it's pee, land on Thugnar earlier, and taken him out. Instead I would just file this away in the back of my mind. Later, when it was time to start kicking the players butts a little, I'd remember that I'd previously gone easy on the two of them.The statue fell to rubble, and this gave me a chance to reinforce my Trojan Elephant idea. I narrated that it had been a wooden frame with a jasper shell, hollow on the inside, and mostly breaking his fall as it collapsed in upon itself.
Rather than split up the party, I allowed the others to quickly find a ladder down and start unburying Oin son of blah. But as they labored, they could again hear the trumpeting of a mastodon, and the sound was now growing closer. Oh, and something about the cantilevered clockwork mechanisms closing the mountain top again since no one was up there holding the lever any more.
They free Oin son of blah, bandage him up, loot the huge garnet eyes of the crumbled statue, and then realize the source of the mastodon sounds is now only 1 room away from the main gall. It's behind Door #1. Mad Oleg starts trying to barricade Door #1. The other players start to scatter, and one opens a door across the room (which we'll call Door #2) to make an escape. The remainder of the part started describing various other dubious escape routes, and I decided the best way to bring this chaos under control was to have everyone make a card describing the event they wanted to have resolve first.
- 5. "Inside the door [Door #2] is the skeleton of a mighty elephant. It's eyes light up with a ghostly flame and focus on Oredang."
- 6. "The mastodon bursts into the room, shattering Mad Oleg's barricade! The mastodon then crushes the skeletal elephant in one blow of its mighty trunk!"
I gave everyone the opportunity to put in one brief bit of flavor narration that didn't change the overall situation, so they could illustrate how they fought or fled as appropriate, and then we did another card round to determine how the fight would resolve. Hammers and picks were swung, Brunhilda clambered up a ladder to line up a daring leap towards the mastodon's head, and the monster thrashed about. Then:
- 7. "The mastodon impales Oin son of bla on its left tusk, and Thugnar on the right. Both are badly injured and freeing them will take much effort or heroism."
And wouldn't you know it, the players drew another one of my cards the very next round.
- 8. "The mastodon swallows Cog Claspshanks in a single gulp. Meanwhile, the impaled Dwarves bleed profusely, and Thugnar's weakened arms drop his hammer."
- 9. "Cog discovers that this mastodon is also hollow."
So, I narrated that Cog drops down into the belly of the mechanical beast, and is immediately sealed inside one of several cages therein. Above her, safe within a metal cockpit with, are two kobolds operating the bicycle-driven mechanisms of the mechamastodon. They have reinforced windows that let them look down at Cog, or stare out through the "eyes" of the mechamastodon.
Next round:
- 10. "Brunhilda jumps on the mastodon and starts beating it about the head with her hammer. The main effect is that she manages to realize there are kobolds inside. She kills the closer one."
At this point, I decided it was worth dealing with the impaled people. I announced that one of the tusks went limp, and Oin son of blah slid off the end of it. He's now bleeding out on the floor as the mechamastodon runs circles around him. I directed the players that this round of cards should not resolve the overall fight, but primarily determine Oin's fate.
- 11. "Oin dies in a pool of blood and miasma. Dan's next character may arrive as the first of a wave of migrants sent to aid your colonization."
Dan quickly came up with a brand new character, well, kinda…
- GROIN son of OIN son of GLOIN son of BROIN son of DROIN son of MOIN, (hereafter referred to as simply "Groin son of Oin" to save me a lot of typing). Gender: Male Skills: likes Ancestry Beard: 7 and 3/8ths inches
As a general rule, when a PC dies, I usually require that the replacement character be something very different from the previous character, so there's some sense that death has impact, and is a thing to be avoided. Usually. This time, however, it was funny enough, and relevant to the "likes ancestry" mention on the character sheet, that I felt that was actually the perfect way to continue.Various color narration. Circular mechamastodon chase. Cue benny hill music.
Then: "I am GROIN son of OIN son of GLOIN son of BROIN son of DROIN son of MOIN. You killed my father, OIN son of GLOIN son of BROIN son of DROIN son of MOIN. Prepare to die!"
- 12. "Groin son of Oin swings into the battle on a long tong-chain. The mastodon is still running in circles, however, and Groin son of Oin misses it. Meanwhile, Brunhilda drops into the mammoth next to the kobold."
- 13. "Brunhilda bashes the kobold to mush! Thugnar is saved through the immediate application of dwarven french bread through the wound."
I'm not sure exactly what happened next. The kobold was dead, the threat neutralized. They must have freed Cog. I remember Devon saying that Oredang had grown attached to her fine steel pick.
Mad Oleg wanted the flaming trunk "mechanism" off the ghost elephant, which was now somehow retroactively also a hollow mecha-skeletal-elephant and not a ghost elephant and I'm not really sure how any of that made sense, but it was amusing and he'd had the unfortunate distinction of not having any of the cards he'd created get drawn by anyone in any of our 13 to-date pulls from the hat, so I just said yes to his crazy idea. Plus, that retcon made at least as much sense as shoving bread into your wounds
… but other than all that miscellaneous insanity, I'm not really certain what the context was of this card, or why we were drawing:
- 14. "We need beer. NOW."
The brewery was guarded by kobolds in bronze armor, carrying bronze whips, and making mastodon calls on bronze french-kobold-horns. They apparently assumed the PCs were just another run-of-the-mill kobold-filled mechamastodon.
The doors to the brewery swing open, revealing dozens of emaciated, broken dwarves, clearly now enslaved to the kobolds. They are being forced to labor, and brew pumpkin ale for their kobold overlords. It is a truly sad sight, and a dishonor that cannot go unavenged.
Thugnar leaps forth from the cockpit of the mechamastodon, in much the way Athena sprung from the head of Zeus. The mythical reference will matter (sort of) a few cards later. The other dwarves start crawling out of the hole Thugnar leaves behind him, except for Brunhilda and Cog who drive the mech.
- 15. "Thugnar plows into several kobolds, knocking them down. Thugnar plays kobold golf. The mastodon's tusks swing, killing several. Oredang sneaks into the brewery! Another mechamastodon appears!"
- 16. "Our mastodon rams their mastodon. Mad Oleg is thrown from the rear. Sensing his opportunity, he lobs the flaming ghost trunk into the hole in their mastodon. It lights on fire."
- 17. "Brunhilda drives their mammoth backwards, forcing it through the doors into the walkway over the abyss. Burning kobolds climb onto the top of the mammoth."
- 18. "The hide is burnt away as Cog figures out how to shake off the flaming kobolds into the abyss. The other dwarves have liberated the brewery."
Being drunk, stupid, and beaten-down, these dwarves have started worshiping elephants and specifically the giant jasper elephant statue. They even call the players half-elephant demigods in dwarven form, come to free them from the half-elephant demigods in kobold form who were enacting the punishment of the high elephant gods.
Or something.
At this point, I realize we haven't had anyone go crazy, which is totally a Dwarf Fortress thing. So I start narrating how one of the dwarves here had used the giant jasper elephant as a component in a slightly fancier artifact statue of his own design - mainly by attaching wheels (so they could haul it in) and big garnet eyes to the existing statue. But it's totally his design now, and the pinnacle of his life, and as the players explain that the statue has been destroyed, he goes berserk.
You thought the previous fights were big and crazy, wait till you get a load of even round one of my big climactic battle with the psychopathic spreekilling craftsdwarf. We pulled out all the stops for this one!
19. "Mad Oleg knocks him out with a single blow."Nicely done, sir.
All that's left is the "happily ever after" solution, so I let everyone throw into the hat their own personal best interpretation of how this could end.
- 20. "After being honored by the freed dwarves, the party seeks out the next fortress. However, at their camp that night, Oredang's pet yak calf creeps up on them -- her mouth opening to reveal a kobold crossbow…"
cardX - a 6X variant
Last night I ran a one-shot RPG using a variant of the 6X rules. It worked pretty darned well, so I thought I'd share it here for anyone who was interested.
Normally in 6X, whenever there's a dynamic action or dramatic twist to the plot, you make a 6-entry chart where the active player fills in one end with the ideal success result, the GM picks the most dramatic (and most appropriate) failure for the opposite end, and the rest of the players fill in one possibilities 2 to 5, half as successes and half as failures, to fill out the spectrum between these extremes. Then you roll a d6 to find out which one happens.
In this variant, we ditched the structure of a chart with exactly 6 entries. Instead, we used notecards and a paper bag (which could have been a hat, or pot, or whatever metaphor/tool you prefer). When an action or event would come along that would in vanilla 6X result in a chart and die roll, everyone scribbled down a possible result on a notecard and we threw them in the bag. One result was drawn from the bag and used, and the unused result cards discarded.
More often than not, we didn't even announce the "best" and "worst" results (the "1" and "6" results of a standard 6X chart), so the only options you knew when the cards were drawn was whatever you personally threw into the hat, plus eventually the one card that was actually pulled and read aloud.
This had several advantages over the default rules:
Normally in 6X, whenever there's a dynamic action or dramatic twist to the plot, you make a 6-entry chart where the active player fills in one end with the ideal success result, the GM picks the most dramatic (and most appropriate) failure for the opposite end, and the rest of the players fill in one possibilities 2 to 5, half as successes and half as failures, to fill out the spectrum between these extremes. Then you roll a d6 to find out which one happens.
In this variant, we ditched the structure of a chart with exactly 6 entries. Instead, we used notecards and a paper bag (which could have been a hat, or pot, or whatever metaphor/tool you prefer). When an action or event would come along that would in vanilla 6X result in a chart and die roll, everyone scribbled down a possible result on a notecard and we threw them in the bag. One result was drawn from the bag and used, and the unused result cards discarded.
More often than not, we didn't even announce the "best" and "worst" results (the "1" and "6" results of a standard 6X chart), so the only options you knew when the cards were drawn was whatever you personally threw into the hat, plus eventually the one card that was actually pulled and read aloud.
This had several advantages over the default rules:
- Faster pacing, less downtime. Everyone writing down their results at the same time instead of sequentially meant we were less likely to get hung up by one person drawing a mental blank. If someone else was taking too long, you had the option of writing up a second result card yourself instead of sitting around bored.
- Escaping from the 50% success rate. There are times where more interesting failures present themselves than successes, and if the group overwhelming wants something to succeed or fail, it's a lot more likely to turn out as the consensus wishes. The semi-anonymous nature of cards getting dumped in the hat meant this sort of "we all want you to fail" dynamic could happen smoothly without any out-of-character social drama or political debate. Plus, if one character was meant to be a badass and the another the comic relief, they aren't both saddled by equal odds of success.
- No lame results. Unlike vanilla 6X, you never agonized over trying to come up with a "2" that was still negative, but not as bad a the "1" result. No need to put filler onto the charts. If you personally couldn't think of a cool result for that particular action, you'd just choose not to throw something into the hat this round.
- Far less confusion. Every game of 6X I've ever played had at least one event where the most memorable or amusing result on the chart was not the thing that ended up being rolled. Which then always results in somebody mis-remembering that interesting "almost-was" as if it happened, and basing later results or plot developments on something that the rest of the table realizes didn't occur. In this variant, all those other possibilities stay secret and only get revealed if they're drawn. Keeping the narrative and past events straight in your head is much easier when you're not hearing every possibility that didn't happen.
- The semi-anonymous nature of the card inputs to the hat could skew the game and/or be abused. If all the players wanted to, they could submit only successful and beneficial results, dramatically reducing the narrative tension to the point of boredom. If someone had an out-of-character axe to grind, they could get away with making every card (or rather, every card they wrote) pick on the same target disproportionately. If someone in the group has a fragile ego or a long-standing grudge, you may be better off using the more-transparent default 6X method.
- Along those lines, the option to throw in a second (or third?) card could be abused. If you find that someone keeps throwing multiple cards into the hat on roll after roll to make their own ideas more likely to be chosen, you may need to reign them in. The second card is meant to be an option for when inspiration strikes, not a way to game the system. If you are throwing in two (or more?) cards, they should be for significantly different ideas, not just to increase the odds of getting your preferred result.
- You really chew through the notecards fast. Our one-shot had 20 events worth throwing in a card, and 7 players, so we burned through around 150 half-sized notecards. A normal game of 6X would have used less than half that.
- Lastly, and certainly most sadly, you will find that some of the best material never gets revealed. At the end of the session, it may be worth digging through the piles of discarded cards to see what wonderful ideas never came to be.
Thursday, February 23, 2012
Your Princess Is In 6X Castle
About a week ago I played a short but very enjoyable game of 6X. 6X is a two-page-long settingless RPG rule-set, intended for improvisation and pick-up games. Link to 6X rules.
The core mechanic of 6X is simple, and collaborative. Whenever someone tries to do something that would logically take a die-roll in another game, the group builds a d6 chart for that roll. The player picks what happens if they roll a "1", listing off exactly what they wanted to accomplish if everything goes perfectly right. The GM picks a "6" result, basically the worst case scenario. "2" to "5" are filled in by group consensus, with "2" and "3" being good things but not the full intended success, and "4" and "5" being failures or side-effects you'd probably rather avoid.
Honestly, I was a little dubious about the system going in. I couldn't imagine I'd be happy with a flat 50% success rate for all actions, and I feared the collaborative table-making would slow things down terribly. I'm pleased to say I was wrong. Table-making is super fast and simple, and is at the heart of the fun.
Our game was set in a fantasy kingdom made up on the spot. Since we did all the charts on paper, I can easily transcribe them here as an example of play.
The 3 PCs and a few NPCs are standing outside the Grand Hall of His Majesty's Castle. We've been summoned to a private audience, but then told to wait until The King calls us in. The wait was pretty long, honestly, and the party-like sounds coming from the other side of the door did nothing to make us feel that there was a mystery or adventure afoot. Our interactions with the Royal Court Jester were silly enough to keep us amused even if the plot was spinning it's wheels. I really couldn't tell if the GM was floundering, or just trying to subtly let us know that the King wasn't really too concerned about his missing daughter. We chewed the scenery, developed our character personalities, and turned Bevin's fingers intermittently invisible with a minor transmutation.
Eventually, we realized out-of-character that the King wasn't really getting to us and the plot wouldn't start till we did something. So that's when Bevin decided to sneak into the Grand Hall.
We rolled a "1", allowing Bevin a fine time dancing with a courtier. But the player of Midea figured she really out to be doing her in-character job as Captain of the Guard. So she heads in to the Grand Hall to drag Bevin out.
So this was our second roll, and we didn't even know the plot, yet. The rules probably would have had us roll initiative and take interwoven actions, but we figured it'd be faster and easier to just make a contested roll table. Midea's player would chose the "1" result, Bevin's player the "6", and a single roll would resolve the conflict. I feel this was a great way to handle it, and will be my preferred way to resolve PvP conflicts in the game from here on out. There's a bit of abuse potential if the PCs chose results that affected the world more than each other, but I'm pretty sure the GM could easily punish such bad behavior in later charts.
Looking back on it, the table was kinda stacked against Midea, but at the time it wasn't obvious. The dice favored her however, rolling another "1". She halls Bevin out, and we all now get the joy of waiting patiently once again.
The GM eventually gives us admittance to the Grand Hall, but decides to throw me a little challenge in the form of the King's Steward deciding my wizard is too old for whatever this mission is. So I pull a Gandalf on them: "Do not take me for a conjuror of cheap tricks!"
We rolled a "3", which got the job done well enough. The GM, however, was not yet done making things hard for me. Seriously, I can't recall ever having to struggle this much just to be told what the mission was. Anyhow, I suppose I did it to myself by being the only PC with obvious flaws to poke at. Since Fülöp is old and frail, he can't bow before The King. At least, not without magical assistance to overcome his arthritis.
A "4" has Fülöp twisting and contorting, but at least not pissing off The King. After proper respects are paid to His Majesty, we learn the plot.
Princess Ireeki has gone missing, and was probably kidnapped. Her lady-in-waiting was present when she vanished, but The King has held off doing anything about it out of suspicion his daughter had just run away to get attention. Suitors from a nearby kingdom are due in a few more days, however, and we must get the Princess back before they arrive for political reasons.
Midea suggests we interrogate the Lady-In-Waiting. This results in a skill roll that I think came very close to stalling out the adventure before it could even get started. Clearly, there's a learning curve to 6X, and we were about to realize it.
Isn't that horrible? "2" and "4" are both total derailments for the plot with no further obvious direction for the plot to go. They'd be better as "5" and "6" than "2" and "4", given that they represent total failures to follow the clue trail. Entries "3", "5" and "6" all give a tiny bit of information, coupled with another derailment that's not quite as bad as "2" or "4" but would still result in some wheel spinning. Only "1" advances the plot or provides useful intel, and even that doesn't really give much of a "lead" to follow. Regardless of what we roll on that chart, it will require another roll just to figure out what direction to go in. All our tables after this one were constructed to be far more dynamic and less likely to stall out the plot engine.
As it turns out, we rolled "3", and were blessed with a single hair to enchant in hopes of finding the suspect. Of course, our wizard was a bit dodgy and senile, so this was far from guaranteed to work. Knowing it had even odds to go horribly wrong, I asked for something pretty darned advantageous on the "1".
I felt the GM was being far too kind to us, and I told her so. I was asking for the moon on the "1" result, and I felt the "6" should be just as punishing. Instead, the "6" on this chart was more directly useful than the "2" on the previous chart.
Not that it matters, since we rolled a "3". The spell revealed his location, and we had to ride all night to catch him. He was in the village of Targethorpe, staying at the Lamprey Inn. Targethorpe was also known for its large monastery full of orthodox bell-ringing monk mystics.
We arrive just after dawn, and attempt to find out from the inkeeper whether or not the kidnapper or princess are still here.
A "5" put us back into investigation mode, despite what was almost going to be a chase or fight scene. A discussion follows about whether or not this entry on the card definitively implies that the blood-draining was vampiric in nature. I'm not sure we ever came to a consensus.
Since the only other thing that had been established about Targethorpe was the monastery, we decided to go ask the monks if they knew anything. Gwyon, the bell-loving Abbot, was a wise mystic, and old acquaintance of Fülöp's. So, once the begloved abbot was done deafening us with his bells (another great characterization by the GM), we were able to ask if he'd seen Princess Ireeki recently.
Apparently the GM wasn't as enamored with the vampirism concept as some of the players were. But she had awesome NPC names, and that's cooler than undead any day. When the die rolled the GM's way, she got to tell us all about Orcish blood magic, and the dred wizard Dloththal. Clearly, the Princess was in peril and we must ride out to save her.
We didn't get far. The orcs were waiting for us. As they sprung their ambush, mighty Amazonian Captain Midea tries to defend the dottering old wizard and his young apprentice. Yep, that would be another die-roll.
Again, we experienced a bit of trouble getting the 2s through 5s to fit. (Our 2 and 3 should be switched, and our 4 and 5 should probably be switched as well). This time it was my fault.
Not that that mattered, as a "6" came up on the die. We're all turned into mules! That seemed rather silly and fitting. Plus, it was late. So, we all decided to end it there. Game over - we're mules now! Presumably, hopefully the orcs used us as pack animals instead of dinner. Then there'd be a chance for a sequel next time we're all feeling goofy.
Gotta admit, 6X was a ton of fun. It's easy to run, and great for engaging everyone at once. Even when you split the party, everybody gets to contribute to the possible results of every single die roll. I definitely recommend it for pick-up games, impromptu sessions, and groups that experience a lot of chaos at the tabletop. PCs working at cross purposes, players hogging the spotlight, lack of focus, and many other potential problems for crunchier traditional systems actually work as strengths for 6X. That's pretty cool.
Reading the rules for myself several days later, I see that the game is expecting for fights to be handled with several die rolls. The examples feature NPCs getting wounded at "1" and PCs wounded at "6". That's certainly more conventional and balanced, but I've got to say that for our purposes the wilder results tables worked just great.
On that topic, I must admit that the rules, despite being so minimal and looking ripe for abuse, turned out to be very enjoyable and really well balanced. I tried _hard_ to break the system every time I was getting to propose a "1" result. That I could just as easily fall victim to an equally-ridiculous "6" (as we all eventually did) kept things from being too easy. We sometimes had trouble filling in an appropriate "3" or the like, but for the most part that didn't matter as long as the best-case and worst-case scenarios were clear. The GM getting to define the 6 after the player defines the 1 is critical to keeping the game balanced and exciting.
The core mechanic of 6X is simple, and collaborative. Whenever someone tries to do something that would logically take a die-roll in another game, the group builds a d6 chart for that roll. The player picks what happens if they roll a "1", listing off exactly what they wanted to accomplish if everything goes perfectly right. The GM picks a "6" result, basically the worst case scenario. "2" to "5" are filled in by group consensus, with "2" and "3" being good things but not the full intended success, and "4" and "5" being failures or side-effects you'd probably rather avoid.
Honestly, I was a little dubious about the system going in. I couldn't imagine I'd be happy with a flat 50% success rate for all actions, and I feared the collaborative table-making would slow things down terribly. I'm pleased to say I was wrong. Table-making is super fast and simple, and is at the heart of the fun.
Our game was set in a fantasy kingdom made up on the spot. Since we did all the charts on paper, I can easily transcribe them here as an example of play.
Theme: Medieval Fantasy
Plot: The Princess has been kidnapped
Player Characters:
Captain Midea
Captian of the Royal Guard who hails from an Amazonian land. Good at archery and swordplay. Strong leadership skills.
Fülöp the Transmutor
Duttering old court wizard several years past his prime. Powerful sorcery in a frail body. Very poor eyesight. Wielder of the Sacred Staff of Bitterness.
Bevan Rees
Plucky young annoying assistant to Fülöp. Stupid lucky, sarcastic, underpaid. Magic is not advanced.
Set-up and Pitch:
Ireeki, the Royal Princess, has gone missing, and it's our job to find her… but we don't know that yet. The PCs are all servants of the royal court of a the King of... anybody got a name for a country? Okay, it's called Walterland. The neighboring Kingdom called... Chevalier... is very antagonistic and may or may not be involved in the kidnapping. Go!
The 3 PCs and a few NPCs are standing outside the Grand Hall of His Majesty's Castle. We've been summoned to a private audience, but then told to wait until The King calls us in. The wait was pretty long, honestly, and the party-like sounds coming from the other side of the door did nothing to make us feel that there was a mystery or adventure afoot. Our interactions with the Royal Court Jester were silly enough to keep us amused even if the plot was spinning it's wheels. I really couldn't tell if the GM was floundering, or just trying to subtly let us know that the King wasn't really too concerned about his missing daughter. We chewed the scenery, developed our character personalities, and turned Bevin's fingers intermittently invisible with a minor transmutation.
Eventually, we realized out-of-character that the King wasn't really getting to us and the plot wouldn't start till we did something. So that's when Bevin decided to sneak into the Grand Hall.
Bevin sneaks into Grand Hall
- Bevin sneaks in, and finds a beautiful woman in the royal court that is happy to dance with him.
- Bevin sneaks in, and finds a slightly attractive woman to dance with.
- Bevin sneaks in, and is about to dance with a beautiful woman, when Fülöp realizes he's gone missing and casts "summon assistant" to drag him back.
- Bevin sneaks in, and gets himself slapped by a beautiful woman.
- Bevin is kicked out by the guards, and it's really embarrassing.
- Guards catch Bevin sneaking about and throw him in the dungeon.
We rolled a "1", allowing Bevin a fine time dancing with a courtier. But the player of Midea figured she really out to be doing her in-character job as Captain of the Guard. So she heads in to the Grand Hall to drag Bevin out.
So this was our second roll, and we didn't even know the plot, yet. The rules probably would have had us roll initiative and take interwoven actions, but we figured it'd be faster and easier to just make a contested roll table. Midea's player would chose the "1" result, Bevin's player the "6", and a single roll would resolve the conflict. I feel this was a great way to handle it, and will be my preferred way to resolve PvP conflicts in the game from here on out. There's a bit of abuse potential if the PCs chose results that affected the world more than each other, but I'm pretty sure the GM could easily punish such bad behavior in later charts.
Midea heads into the Grand Hall to get Bevin
- Midea pulls Bevin out without incident.
- Midea pulls Bevin out, but the earlier transmutation proves contagious, and now her fingers are intermittently invisible.
- Midea pulls Bevin out, but stops the party, causing a scene. This is NOT becoming of a guard!
- The King sees Midea and calls her over to talk. Bevin keeps dancing.
- "Sorry, Ma'am." The rest of the guards stop Midea from setting foot on the dance-floor.
- Midea tries to get Bevin off the dance floor. The beautiful courtier thinks Midea is trying to cut in, and scolds her in humiliating fashion.
Looking back on it, the table was kinda stacked against Midea, but at the time it wasn't obvious. The dice favored her however, rolling another "1". She halls Bevin out, and we all now get the joy of waiting patiently once again.
The GM eventually gives us admittance to the Grand Hall, but decides to throw me a little challenge in the form of the King's Steward deciding my wizard is too old for whatever this mission is. So I pull a Gandalf on them: "Do not take me for a conjuror of cheap tricks!"
Convincing the King's Messenger to admit Fülöp
- Fülöp briefly grows to 12 feet tall, wreathed in lightning and emphasized by a dramatic crash of thunder. The steward and messenger as so impressed and terrified, they show me nothing but respect forever after.
- Minor lightning hits the messenger, who is slightly dazed and somewhat impressed by this. He lets Fülöp in.
- The light show is kinda scary, they let Fülöp in just to get away from him.
- Fülöp gets the targeting wrong, making Bevin 12 feet tall. The apprentice runs into the hall and the wizard hobbles after him.
- Fülöp reverses the polarity, shrinking down to 6" tall and squeaking with minuscule rage that impresses no one.
- Fülöp accidentally turns himself invisible and the guards cannot find him.
We rolled a "3", which got the job done well enough. The GM, however, was not yet done making things hard for me. Seriously, I can't recall ever having to struggle this much just to be told what the mission was. Anyhow, I suppose I did it to myself by being the only PC with obvious flaws to poke at. Since Fülöp is old and frail, he can't bow before The King. At least, not without magical assistance to overcome his arthritis.
The Bowing Spell
- Fülöp successfully casts the spell, gracefully bowing despite his aged and stiff spine.
- Fülöp successfully cast the bow spell, but with the side-effect of turning purple.
- Fülöp successfully casts the bow spell, but lets loose a loud and undignified fart in the process.
- Fülöp bows, but the spell haywires and causes him to do some weird acrobatic upside down levitating bow.
- Power-word: Bow. Everyone but Fülöp feels compelled to bow. His Majesty is not amused.
- The senile old wizard accidentally confuses the "bow" spell for the "bath" spell. It's not pretty.
A "4" has Fülöp twisting and contorting, but at least not pissing off The King. After proper respects are paid to His Majesty, we learn the plot.
Princess Ireeki has gone missing, and was probably kidnapped. Her lady-in-waiting was present when she vanished, but The King has held off doing anything about it out of suspicion his daughter had just run away to get attention. Suitors from a nearby kingdom are due in a few more days, however, and we must get the Princess back before they arrive for political reasons.
Midea suggests we interrogate the Lady-In-Waiting. This results in a skill roll that I think came very close to stalling out the adventure before it could even get started. Clearly, there's a learning curve to 6X, and we were about to realize it.
Interviewing the Lady-In-Waiting
- She gives us a good description of the man who kidnapped the Princess. He has a dark beard and a heavy unibrow, is 6 ft tall, and was wearing a dark cloak. When he put the cloak around the princess, they disappeared.
- She didn't get a good look at the kidnapper, but she thinks magic was involved.
- She didn't get a good look at the kidnapper, but he left behind an eyebrow hair we might be able to use for some sympathetic magic to locate or track him.
- She won't stop crying and has nothing more to add.
- Her thoughts are muddled. The man doesn't actually have a unibrow, that's just a masking spell that prevents her from remembering what he really looked like.
- She saw nothing. In truth, she was busy in bed with The King, and not at her post in the Princess' Quarters at the time of the kidnapping. Her description was made up, and His Majesty will cover for her.
Isn't that horrible? "2" and "4" are both total derailments for the plot with no further obvious direction for the plot to go. They'd be better as "5" and "6" than "2" and "4", given that they represent total failures to follow the clue trail. Entries "3", "5" and "6" all give a tiny bit of information, coupled with another derailment that's not quite as bad as "2" or "4" but would still result in some wheel spinning. Only "1" advances the plot or provides useful intel, and even that doesn't really give much of a "lead" to follow. Regardless of what we roll on that chart, it will require another roll just to figure out what direction to go in. All our tables after this one were constructed to be far more dynamic and less likely to stall out the plot engine.
As it turns out, we rolled "3", and were blessed with a single hair to enchant in hopes of finding the suspect. Of course, our wizard was a bit dodgy and senile, so this was far from guaranteed to work. Knowing it had even odds to go horribly wrong, I asked for something pretty darned advantageous on the "1".
Fülöp's Follicular Flight
- We are magically transported to the eyebrow man. We catch him with his pants down, sitting in the privy.
- We are transported to the eyebrowed man's town. He's in a tavern.
- We get a vision of the unibrow, and know his location.
- Miscast! Bevin loses all his body hair!
- The spell transports us half way to the unibrow man. We end up in a swamp.
- The spell transports all of the unibrow man's extended family to the castle we're in.
I felt the GM was being far too kind to us, and I told her so. I was asking for the moon on the "1" result, and I felt the "6" should be just as punishing. Instead, the "6" on this chart was more directly useful than the "2" on the previous chart.
Not that it matters, since we rolled a "3". The spell revealed his location, and we had to ride all night to catch him. He was in the village of Targethorpe, staying at the Lamprey Inn. Targethorpe was also known for its large monastery full of orthodox bell-ringing monk mystics.
We arrive just after dawn, and attempt to find out from the inkeeper whether or not the kidnapper or princess are still here.
Lamprey Inn
- They're upstairs sleeping.
- They left at the crack of dawn, and they're less than an hour ahead.
- They're an hour down the road, and accompanied by a platoon of soldiers from the rival Kingdom of Chevalier! Those fiends!
- The owner leads us out back and facilitates us getting mugged.
- He's not sure what happened to the princess, but the unibrowed one was found dead and drained of blood earlier this morning.
- The bar keep pours you a drink to answer your questions. You are drugged, and pass out quickly.
A "5" put us back into investigation mode, despite what was almost going to be a chase or fight scene. A discussion follows about whether or not this entry on the card definitively implies that the blood-draining was vampiric in nature. I'm not sure we ever came to a consensus.
Since the only other thing that had been established about Targethorpe was the monastery, we decided to go ask the monks if they knew anything. Gwyon, the bell-loving Abbot, was a wise mystic, and old acquaintance of Fülöp's. So, once the begloved abbot was done deafening us with his bells (another great characterization by the GM), we were able to ask if he'd seen Princess Ireeki recently.
Monastery of Targethorpe
- Good news! She's actually up in the belltower as we speak, and Gwyon thinks it will only take him a fortnight to cure her vampirism.
- Your princess is in another temple. She's been sold for a sacrifice to the temple of Nergal.
- The monk knows of a vampire nest in the hills, and we go to rescue the girl.
- Gwyon hisses as you realize that he's become a vampire. He sneers "You'll never get her from our nest in the hills!" - and flies away.
- She was captured by slavers from Solarian Wastes. Their caravan is three days ahead.
- The Orc leader Gloksnag and his clan have been doing the bidding of the high wizard Dloththal. He has Ireeke.
Apparently the GM wasn't as enamored with the vampirism concept as some of the players were. But she had awesome NPC names, and that's cooler than undead any day. When the die rolled the GM's way, she got to tell us all about Orcish blood magic, and the dred wizard Dloththal. Clearly, the Princess was in peril and we must ride out to save her.
We didn't get far. The orcs were waiting for us. As they sprung their ambush, mighty Amazonian Captain Midea tries to defend the dottering old wizard and his young apprentice. Yep, that would be another die-roll.
Orcs Attack
- The orcs are all female, and are mad because the evil wizard Dloththal has stolen their men. Midea convinces them to join us.
- There's a fight, and Fülöp's Sacred Staff of Bitterness glows so brightly the half-blinded Orcs flee in terror. They'll be back for round two after we get to prepare defenses.
- Midea wipes out half of the orcs in a mighty battle. Bevin hides. Fülöp accidentally sets the forest on fire, scattering the rest of the attackers.
- We defeat the orcs, but one of us loses a limb, and another of us is slain. Luckily, the slain hero is magically reincarnated as a sentient talking truffle-hunting pig.
- The orcs capture us.
- Fülöp turns the party into mules, hoping that orcs only drain the blood of humans.
Again, we experienced a bit of trouble getting the 2s through 5s to fit. (Our 2 and 3 should be switched, and our 4 and 5 should probably be switched as well). This time it was my fault.
Not that that mattered, as a "6" came up on the die. We're all turned into mules! That seemed rather silly and fitting. Plus, it was late. So, we all decided to end it there. Game over - we're mules now! Presumably, hopefully the orcs used us as pack animals instead of dinner. Then there'd be a chance for a sequel next time we're all feeling goofy.
Gotta admit, 6X was a ton of fun. It's easy to run, and great for engaging everyone at once. Even when you split the party, everybody gets to contribute to the possible results of every single die roll. I definitely recommend it for pick-up games, impromptu sessions, and groups that experience a lot of chaos at the tabletop. PCs working at cross purposes, players hogging the spotlight, lack of focus, and many other potential problems for crunchier traditional systems actually work as strengths for 6X. That's pretty cool.
Reading the rules for myself several days later, I see that the game is expecting for fights to be handled with several die rolls. The examples feature NPCs getting wounded at "1" and PCs wounded at "6". That's certainly more conventional and balanced, but I've got to say that for our purposes the wilder results tables worked just great.
On that topic, I must admit that the rules, despite being so minimal and looking ripe for abuse, turned out to be very enjoyable and really well balanced. I tried _hard_ to break the system every time I was getting to propose a "1" result. That I could just as easily fall victim to an equally-ridiculous "6" (as we all eventually did) kept things from being too easy. We sometimes had trouble filling in an appropriate "3" or the like, but for the most part that didn't matter as long as the best-case and worst-case scenarios were clear. The GM getting to define the 6 after the player defines the 1 is critical to keeping the game balanced and exciting.
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