I was sorting out an old harddrive today, and stumbled across this madness:
That was a scan of a prop I made for a LARP I was briefly running. It's the notes of a raving madman, a Narcisist from the Continuum RPG. Those weird mathematical symbols followed by numbers are what is known as Mnemelos Coordinates. They define the cosmological location of parallel worlds, and the energy/vectors needed to reach them.
The prop was not, however, made for a Continuum RPG campaign. It was made for a Changeling LARP that had a lot of cross-pollination from other worlds, settings, and fandoms. Unfortunately, I do not seem to have a scan of the flip side of the document, which contained mostly more insane rambling, along with some functional universe mapping and magical sigils. You can see a little of it bleeding through the paper. I wish I had the other side, but one of the players kept it. It's been a couple years now, so it's very unlikely I will ever see that prop again. :(
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 Continuum. Show all posts
Showing posts with label Continuum. Show all posts
Tuesday, June 2, 2020
Monday, March 18, 2013
4 Campaigns at once
On top of my Continuum RPG that I run nearly every Wednesday night (and have been for 4+ years now), I'm now adding 3 other campaigns.
On Mondays, I'll be running two games, that alternate roughly every other week, depending on which players are available. These are with people who were in my Continuum game, but had to drop out for various reasons mainly having to do with inability to schedule everyone on the same night (and one player being unable to show up more than twice a month, regardless of day).
So, on Mondays when everyone's going to be around, we'll be doing short-shots and mini-series. The first one I'm going to run will be starting 2 or 3 weeks from now, and probably be a Scion game, but using either Fate or PDQ for the rules as those are much simpler systems than Scion's default White Wolf d10 system. Frankly, the setting and concept of Scion are great, but the mechanics were a pain in the butt past Hero level anyway. This miniseries will last 4 to 8 sessions, and then one or more of the players will take over GMing some other miniseries for a while, before I cycle in again. When I do, I'll probably try another stab at Night's Black Agents, which I like a lot but I got the impression one of my players wasn't thrilled with Gumshoe.
On the alternating Mondays (starting a week from today), when the one player just can't make it because of rotating work schedules, I'll be running 7th Sea. Again, the 7th Sea setting is better than the easily-broken system, so for this I'll be using a hybrid that is 80% PDQ, 15% 7th Sea, and 5% Fate (just character creation). Light, mostly simple, and easy for me to improvise because I've got a lot experience with the setting.
Continuum continues on Wednesdays, though with a slightly smaller play group than it once had.
On Sundays, I'll be running a huge Warhammer Fantasy 3rd Ed campaign. We made characters yesterday, and it was awesome. More about that in a future post, I assure you.
4 games at once, using 3 and a half rules sets, 1 of which is mechanically crunchy (Warhammer), and 1 of which requires extensive multi-timeline micromanagement (Continuum). So, clearly, I'll have zero free time in the next few weeks as I sort things out to get 3 games launched, and not many aimless days in the weeks thereafter.
It's possible I just might be crazy for trying to juggle all this at once.
On Mondays, I'll be running two games, that alternate roughly every other week, depending on which players are available. These are with people who were in my Continuum game, but had to drop out for various reasons mainly having to do with inability to schedule everyone on the same night (and one player being unable to show up more than twice a month, regardless of day).
So, on Mondays when everyone's going to be around, we'll be doing short-shots and mini-series. The first one I'm going to run will be starting 2 or 3 weeks from now, and probably be a Scion game, but using either Fate or PDQ for the rules as those are much simpler systems than Scion's default White Wolf d10 system. Frankly, the setting and concept of Scion are great, but the mechanics were a pain in the butt past Hero level anyway. This miniseries will last 4 to 8 sessions, and then one or more of the players will take over GMing some other miniseries for a while, before I cycle in again. When I do, I'll probably try another stab at Night's Black Agents, which I like a lot but I got the impression one of my players wasn't thrilled with Gumshoe.
On the alternating Mondays (starting a week from today), when the one player just can't make it because of rotating work schedules, I'll be running 7th Sea. Again, the 7th Sea setting is better than the easily-broken system, so for this I'll be using a hybrid that is 80% PDQ, 15% 7th Sea, and 5% Fate (just character creation). Light, mostly simple, and easy for me to improvise because I've got a lot experience with the setting.
Continuum continues on Wednesdays, though with a slightly smaller play group than it once had.
On Sundays, I'll be running a huge Warhammer Fantasy 3rd Ed campaign. We made characters yesterday, and it was awesome. More about that in a future post, I assure you.
4 games at once, using 3 and a half rules sets, 1 of which is mechanically crunchy (Warhammer), and 1 of which requires extensive multi-timeline micromanagement (Continuum). So, clearly, I'll have zero free time in the next few weeks as I sort things out to get 3 games launched, and not many aimless days in the weeks thereafter.
It's possible I just might be crazy for trying to juggle all this at once.
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Friday, October 26, 2012
Span TwoPointFive... AKA expanding to Span Seven
In the Continuum RPG, PCs progress through 5 "character levels" known as Spans. I have to come to conclusion that these levels are not divided correctly nor mapped ideally. The hurdles, jumps, and responsibilities of the various Span levels are not evenly distributed. In this post I will document the issues I'm finding with them as we move into the fourth year of my current campaign, and propose changes to the structure that I would happily implement if I had my campaign to do again. Adopting them now, mid-campaign, would be problematic, but they'd be a huge improvement if implemented from day one.
In the default rules, you start out as a Span One who can teleport up to 1 year into the future or past, and carry about 10 lbs of mass beyond their own body weight. Each "level" beyond that expands those limits by a factor of 10. (So a Span Two PC is exhausted and needs a good night's rest after traveling 10 years, and can carry 100lbs of equipment or wardrobe with them.) This works well in the early stages, and buys the GM time to get a handle on the setting and system before having to do a lot of historical research, or stat out 23rd Century Technology.
However, in my experience, players find themselves yearning for the historical exploration portion of the game long before their characters are technically accomplished enough to undertake it. When you sign on to play in a time-travel game, you're picturing visits to Ancient Rome, Elizabethan England, or at least WWII. Per a literal read of the rules and setting, however, you have no business investigating such places until you're Span Four, Three, or Two, respectively, at which points they are still several night's travel away and thus getting there is an adventure in itself. Promotion to Span Three in Continuum takes too damn long. Which is fine from in-character perspective (you advance based on merit, and self-control is a hallmark of the Continuum), but mostly annoying from an out-of-character perspective. If you pitch me on a time-travel game, I want to be hobnobbing with Shakespeare and Caesar within a few weeks at most, not only after years of play.
What's more, certain Spans have more going on within them than others. Span One is just about screwing up, surviving your own cluelessness, and eventually learning the ropes. There's a couple basic lessons that the Player (not just Character) needs to learn, then the flip switches and they're ready for Span Two. In Contrast, S2 starts out as "Span One, With Fewer Screw-Ups," but eventually transitions into "Visit the Nearby Decades" and/or "Split Up Into Different Fraternities". The latter transition at the least feels like a major milestone and will heavily alter the tone of the campaign, but nothing within the game clearly demarks it's borders. Which means you have a lot of territory to cover before you reach Span Three, and players feel somewhat devoid of the status markers that other games have taught them to expect along the way.
While that does leave some maneuvering room for the GM to customize their game and it's pacing, it does so at the risk of making the players feel like they aren't progressing fast enough despite a string of successes. "We keep winning, but we still haven't learned everything we need to reach Span Three." A kind GM can hand-wave the mechanical/XP requirements (and the players are empowered to take the reigns on that part of it), there's not much you can do to gloss over the required setting familiarity.
You get to the point where you want to play S3 and S4 style adventures long before you could possibly have seen enough of the setting to justify such a promotion. My own attempts to accelerate this process have resulted in my roster of NPCs expanding to ridiculous numbers as I try to shoehorn in Fraternal NPCs into spare scenes as I can. For most games, if the players don't feel like reading the setting sourcebooks, you can usually make do as long as the GM (and maybe one player) know the world well, but over the past several years I've found that Continuum's many buzzwords, stratagems, and subgroups really do require an in-depth comprehension of the setting in order to advance. You reach a point where the player's in-character advancement is held back if they haven't read the sourcebooks.
Here's a break-down the current system, including major milestones and responsibilities at each Span, plus some estimates of how long it might take to reach this stage.
That's right, I've been running a Continuum RPG campaign ongoing for about 36 months now, and we've only just recently (2 or 3 sessions ago) promoted most of the PCs to "Span Three". If that seems like slow going, it is. I am thrilled to have them ascend to this level, but I'm honestly rather annoyed how long it's taken.
Partly that's because my plots are convoluted. Partly it's because I've allowed friendly NPCs to transport the players Down into history, so they haven't _had_ to advance in order to get to the plots that interest them. Partly it's because we're playing over Skype, and sometimes lose most of a session to technical difficulties. Partly it's because we're all 30-something adults with lives that sometimes prevent us from playing for a week or two. Partly it's because the players are in 3 different timezones, which restricts the length of our sessions a little.
But mostly it's because there's a lot of ground to cover before you get to Span Three. Players, as well as characters, need to get really familiar with the setting and all the mind-bending ramifications of time-travel. After all, Span Three represents the transition from Novice to Master/Teacher.
And I think that's kind of a problem. My players haven't been further down than the 16th Century, and that only because friendly NPCs were willing to take them. You're really not equipped to travel the length and breadth of history until Span Four.
It's too late for my campaign, but if I had it all to do over again, I would completely rewrite the breaks for what happens at which Span rating, so that there were more but smaller milestones and a more rapid escalation in PC teleportation range. The chart would look something more like this:
That's my proposal for a smoother version of the game. If I were designing Continuum 2.0, that's how I'd break it up.
From Span One to Exalted is 6 promotions instead of 4, but each promotion has less of a barrier in terms of xp requirements and familiarity with the setting. The largest barrier to PC advancement, which is the sudden redirection of the campaign to the PCs being mentors themselves, is pushed to very late in the campaign, and becomes a natural divide between those that do or don't advance to the final rank. The somewhat less-daunting barrier of picking a Fraternity, which tends to split up the campaign into more subplots and less screentime per player, is delayed a tiny bit, and becomes the focus of it's own milestones in-character. Over all, character progression should be faster and cleaner. Players have more clearly defined goals, which are spread out more evenly across the ranks.
The x4 instead of x10 spanning range at each level isn't quite as clean or easy (the same can also be said about having 7 levels instead of 5), but I think that's a fair trade off for getting to actually visit other centuries before you have to start thinking about Mentoring for a gaggle of NPC Novices.
P.S.: Sorry for the ugliness of the tables. Blogger ate my original HTML, and the process of fixing it was much easier if I just stole someone else's code (in case blogger ate it because of some error I had made.)
In the default rules, you start out as a Span One who can teleport up to 1 year into the future or past, and carry about 10 lbs of mass beyond their own body weight. Each "level" beyond that expands those limits by a factor of 10. (So a Span Two PC is exhausted and needs a good night's rest after traveling 10 years, and can carry 100lbs of equipment or wardrobe with them.) This works well in the early stages, and buys the GM time to get a handle on the setting and system before having to do a lot of historical research, or stat out 23rd Century Technology.
However, in my experience, players find themselves yearning for the historical exploration portion of the game long before their characters are technically accomplished enough to undertake it. When you sign on to play in a time-travel game, you're picturing visits to Ancient Rome, Elizabethan England, or at least WWII. Per a literal read of the rules and setting, however, you have no business investigating such places until you're Span Four, Three, or Two, respectively, at which points they are still several night's travel away and thus getting there is an adventure in itself. Promotion to Span Three in Continuum takes too damn long. Which is fine from in-character perspective (you advance based on merit, and self-control is a hallmark of the Continuum), but mostly annoying from an out-of-character perspective. If you pitch me on a time-travel game, I want to be hobnobbing with Shakespeare and Caesar within a few weeks at most, not only after years of play.
What's more, certain Spans have more going on within them than others. Span One is just about screwing up, surviving your own cluelessness, and eventually learning the ropes. There's a couple basic lessons that the Player (not just Character) needs to learn, then the flip switches and they're ready for Span Two. In Contrast, S2 starts out as "Span One, With Fewer Screw-Ups," but eventually transitions into "Visit the Nearby Decades" and/or "Split Up Into Different Fraternities". The latter transition at the least feels like a major milestone and will heavily alter the tone of the campaign, but nothing within the game clearly demarks it's borders. Which means you have a lot of territory to cover before you reach Span Three, and players feel somewhat devoid of the status markers that other games have taught them to expect along the way.
While that does leave some maneuvering room for the GM to customize their game and it's pacing, it does so at the risk of making the players feel like they aren't progressing fast enough despite a string of successes. "We keep winning, but we still haven't learned everything we need to reach Span Three." A kind GM can hand-wave the mechanical/XP requirements (and the players are empowered to take the reigns on that part of it), there's not much you can do to gloss over the required setting familiarity.
You get to the point where you want to play S3 and S4 style adventures long before you could possibly have seen enough of the setting to justify such a promotion. My own attempts to accelerate this process have resulted in my roster of NPCs expanding to ridiculous numbers as I try to shoehorn in Fraternal NPCs into spare scenes as I can. For most games, if the players don't feel like reading the setting sourcebooks, you can usually make do as long as the GM (and maybe one player) know the world well, but over the past several years I've found that Continuum's many buzzwords, stratagems, and subgroups really do require an in-depth comprehension of the setting in order to advance. You reach a point where the player's in-character advancement is held back if they haven't read the sourcebooks.
Here's a break-down the current system, including major milestones and responsibilities at each Span, plus some estimates of how long it might take to reach this stage.
| Span Rating | Lessons Learned | Experiences, Scenarios, and Accomplishments | Minimum Duration (per the rulebook, even an experienced player should not advance faster than this) | Actual Duration (how long it took my campaign) |
|---|---|---|---|---|
| Span One | The Maxims. How not to frag yourself in day-to-day mundane events. | Screwing up again and again. Wrapping your head around spanning in general. Briefly visiting each year of a single decade. | 12+ hours of play, across 2+ months | 70 to 100 hours of play, across most of a year |
| Span Two | Self-reliance. The finer points of solving your frag when it does happen. Master Rank in at least two skills from a particular list, Journeyman in four others from that or another list. | Your first real adventure, and several more thereafter, each with subsequently less coaching from your NPC mentor. Your first Time Combat. Trips to nearby decades. Some sort of meaningful interaction with each of the 10 different Fraternities. Picking one of those 10 Fraternities, and joining it. Leaving the nest and joining some other established Corner. Possibly making your own new Corner. Taking a part one or more missions or adventures for your new Fraternity and/or Corner. Wrapping up any loose ends in your mundane (pre-spanner) life so you're not a missing person's case. Acquiring a huge list of skills required to qualify for Span Three. | 16+ hours of play, across 3+ months (plus 2+ months as Span One) | 140 to 200 hours of play?, across nearly two years (plus a year as Span One) |
| Span Three | A tiny bit of Hypnosis skill. (Out-of-character, the play group learns how to juggle multiple plotlines and split the spotlight in an equitable way.) | Finally getting to explore places and times more than a decade or two from where the campaign started. Your first real Time Combat without your old Mentor being there as back-up. Probably more Fraternity missions/adventures. Creating several new Corners of your own. Acting as Mentor to a whole pack of Novice NPCs. Successfully running a Corner of your own for 100 years of Age. | 20+ hours of play, across 4+ months (plus 5+ months as Span One and Two) | This is roughly where we are now (some variation among characters). It took us just shy of 3 full years to get Here. |
| Span Four | Many more levels of Hypnosis skill. Photographic memory. | First trip to Atlantis... which takes a minimum of around 15 teleports (and full night's rests) just to get there and is thus a major adventure in itself. This is the most likely earliest Span to accomplish a trip to any of the juicier bits of the setting (Atlantis, Vielavayana, The Engineers Crisis, The Midwives Crisis, The Hunt Of The Sun, or various real-world cultures of antiquity such as Rome/Greece/Egypt/Sumeria/3 Kingdoms China), so you can bet there'll be a lot of sight-seeing and tangential adventures. At least one of the following: Scoring 200 points in the Greatest Game. -or- Successfully running a major Fraternal Corner for 250 years of Age. -or- Going all the way Down to Antedesertium to act as a deep cover agent. | 20+ hours of play, across 5+ months (plus 9+ months as Span One/Two/Three) | We're aren't there yet. |
| Exalted (Span Five+) | Crazy stuff that blows your mind. Telepathy. | The Atlantean Councils. At least one major mission against The Enemy, which could range from War in the Geminid to deep cover work inside Antedesertium. Probably a trip Up to the Hour of Inheritence. Any of those things mentioned under Span Four, but dialed up to 11. | There is no guarantee your character will get to this stage. Within the setting, most Spanners don't. The authors of the game specifically request you not even attempt this level of play until you've had (at a bare a minimum) 14 months of experience playing Continuum. Seriously. | We're aren't there yet. |
Partly that's because my plots are convoluted. Partly it's because I've allowed friendly NPCs to transport the players Down into history, so they haven't _had_ to advance in order to get to the plots that interest them. Partly it's because we're playing over Skype, and sometimes lose most of a session to technical difficulties. Partly it's because we're all 30-something adults with lives that sometimes prevent us from playing for a week or two. Partly it's because the players are in 3 different timezones, which restricts the length of our sessions a little.
But mostly it's because there's a lot of ground to cover before you get to Span Three. Players, as well as characters, need to get really familiar with the setting and all the mind-bending ramifications of time-travel. After all, Span Three represents the transition from Novice to Master/Teacher.
And I think that's kind of a problem. My players haven't been further down than the 16th Century, and that only because friendly NPCs were willing to take them. You're really not equipped to travel the length and breadth of history until Span Four.
It's too late for my campaign, but if I had it all to do over again, I would completely rewrite the breaks for what happens at which Span rating, so that there were more but smaller milestones and a more rapid escalation in PC teleportation range. The chart would look something more like this:
| Span Rating |
Lessons Learned |
Experiences, Scenarios, and Accomplishments |
You Can Teleport This Far |
|---|---|---|---|
| Span One |
The Maxims. How not to frag yourself in day-to-day mundane events. |
Screwing up again and again. Wrapping your head around spanning in general. Briefly visiting each year of a single decade. |
4 years, then you need a full night's rest |
| Span Two |
Self-reliance. The finer points of solving your frag when it does happen. Master Rank in any one Skill. |
Your first real adventure, and a couple more thereafter, each with subsequently less coaching from your NPC mentor. Your first Time Combat. Trips to nearby decades. Wrapping up any loose ends in your mundane (pre-spanner) life so you're not a missing person's case. Your first brief interactions with most of the 10 different Fraternities. |
16 years, then you need a full night's rest |
| Span Three (More or less equivalent to the second half of Span Two under the existing system) |
Master Rank in a skill relevant to your Fraternity, Journeyman in some number of other skills useful to anyone spanning outside their century of origin. (Out-of-character, the play group learns how to juggle multiple plotlines and split the spotlight in an equitable way.) |
Some sort of "Career Day" to introduce any of the Fraternities that didn't rear their heads in Span Two. Picking one of those 10 Fraternities, and joining it. Leaving the nest and joining some other established Corner. Possibly making your own new Corner. Taking a part one or more missions or adventures for your new Fraternity and/or Corner. Acquiring a huge list of skills required to qualify for Span Three. |
64 years, then you need a full night's rest |
| Span Four (Equivalent to the first half of Span Three under the existing system)
|
A tiny bit of Hypnosis skill. Master Rank in a skill relevant to anyone spanning outside their century of origin, such as History, Anthropology, Acting, Etc. |
Finally getting to explore places and times more than a century or two from where the campaign started. Your first real Time Combat without your old Mentor being there as back-up. Probably more Fraternity missions/adventures. Creating several new Corners of your own. |
256 years, then you need a full night's rest |
| Span Five (Equal in prestige to Span Three under the current system. However they have access to centuries much more like a current Span Four.) |
Many more levels of Hypnosis skill. Photographic memory. Telepathy is a possibility, but not required. |
First trip to Atlantis... which takes a minimum of around 15 teleports (and full night's rests) just to get there and is thus a major adventure in itself. This is the most likely earliest Span to accomplish a trip to any of the juicier bits of the setting (Atlantis, Vielavayana, The Engineers Crisis, The Midwives Crisis, The Hunt Of The Sun, or various real-world cultures of antiquity such as Rome/Greece/Egypt/Sumeria/3 Kingdoms China), so you can bet there'll be a lot of sight-seeing and tangential adventures. Successfully running one or more Corners of your own. |
1,024 years, then you need a full night's rest |
| Span Six (Equal in prestige to Span Four under the current system, because we're valuing teachers more, and acknowledging that not all PCs are up to running a Novice/Mentor Corner of their own. ) |
Master Rank in Teaching. |
Acting as Mentor to a whole pack of Novice NPCs. Between "shifts" teaching the NPC scrubs, you have more adventures of the sort mentioned for the previous Span, but getting there and back again is much easier. |
4,096 years, then you need a full night's rest |
| Exalted (Equal to the current system's take on Exalted. There were more steps to get here, but each step was a little smaller.) |
Crazy stuff that blows your mind. Telepathy, for starters. |
The Atlantean Councils. At least one major mission against The Enemy, which could range from War in the Geminid to deep cover work inside Antedesertium. Probably a trip Up to the Hour of Inheritence. Any of those things mentioned under the previous spans, but dialed up to 11. |
16,384 years, then you need a full night's rest. Which means you can go from the Hour of Inheritance all the way Down to the Atlantean Councils in a single teleport. |
That's my proposal for a smoother version of the game. If I were designing Continuum 2.0, that's how I'd break it up.
From Span One to Exalted is 6 promotions instead of 4, but each promotion has less of a barrier in terms of xp requirements and familiarity with the setting. The largest barrier to PC advancement, which is the sudden redirection of the campaign to the PCs being mentors themselves, is pushed to very late in the campaign, and becomes a natural divide between those that do or don't advance to the final rank. The somewhat less-daunting barrier of picking a Fraternity, which tends to split up the campaign into more subplots and less screentime per player, is delayed a tiny bit, and becomes the focus of it's own milestones in-character. Over all, character progression should be faster and cleaner. Players have more clearly defined goals, which are spread out more evenly across the ranks.
The x4 instead of x10 spanning range at each level isn't quite as clean or easy (the same can also be said about having 7 levels instead of 5), but I think that's a fair trade off for getting to actually visit other centuries before you have to start thinking about Mentoring for a gaggle of NPC Novices.
P.S.: Sorry for the ugliness of the tables. Blogger ate my original HTML, and the process of fixing it was much easier if I just stole someone else's code (in case blogger ate it because of some error I had made.)
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Wednesday, March 21, 2012
Recent Gaming Projects
Been a while since I've posted, but I've been keeping busy. Here's a brief statement of the gaming-related projects that have been keeping me busy:
So I'm keeping very busy on multiple fronts.
Bonus Fun Link: Nokia has patented vibrating tattoos that talk to your phone. Cyberpunk may actually be here by 2020 after all. You know this tech is will lead straight to sub-vocal mastoid communicators and Mr Studd implants. All night, every night, and she'll never -- wow, that's incredible sweetheart, where'd you learn how to -- no, wait, that's just my phone.
- Death Warmed Over is a new Zombie Apocalypse RPG that I'm writing. The first playtest will be this Sunday.
- Interior Dredmorating 1.2.4, the latest version of my mod for the rogue-like Dungeons of Dredmor, has been released. It features new rooms (including new shops and zoos), vastly improved artwork, and miscellaneous tweaks and fixes. I've got some exciting news to announce soon about ID and DoD, but for now I must remain silent.
- My Continuum campaign continues ahead on it's two nights. Both play-groups are about a session away from major tangles with narcissists. Ron and Heilyn are about to rescue a fellow spanner from a narcy nest in 1998 London, while Declan and Casey are currently planning to foil a narcy serial killer operating in Basel, Switzerland circa 1530. Should be some exciting sessions in the next couple weeks.
So I'm keeping very busy on multiple fronts.
Bonus Fun Link: Nokia has patented vibrating tattoos that talk to your phone. Cyberpunk may actually be here by 2020 after all. You know this tech is will lead straight to sub-vocal mastoid communicators and Mr Studd implants. All night, every night, and she'll never -- wow, that's incredible sweetheart, where'd you learn how to -- no, wait, that's just my phone.
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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.
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.
Labels:
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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.
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.
Tuesday, July 19, 2011
Recent Gaming Shenanigans
I haven't gotten around to much blogging lately, so here's a quick run-down of recent games I've played or GM'd. Probably any of these could have been an entire blog post unto themselves, and a few might still be if I find the time and energy.
Knowing in advance about the month-long gaps in my Continuum group's schedules, I planned to GM as often as possible for our Thursday night one-shot group. However, between my wife getting a promotion that totally rearranged our home schedule, a friend at that game coming down with chicken pox, and me getting sucked into a video game, then mired in a short patch of writers block... well, the month shot by with me just GMing once. That puts me in withdrawal. It gets ugly. My wife came home from work one day, and found me passed out in the bathroom with 3d6 sticking out of my brachial artery.
This past week, however, the gaming has swung back around and apparently I've been on fire (or just really obnoxious).
I am definitely looking forward to getting my regular fix of plot, puzzle and drama sometime soon, in hopes that it will pull me out of this over-the-top perverted character-actor spiral.
- I played Lacuna at the Emerald City Game Fest. This nearly became part of my "A good GM can save a bad system" post, but after a couple weeks of keeping it warm on the back burner of my mind, I've decided I don't like the taste of it after all. It's certainly unique, and an admirable experiment, but not one I plan to subject myself to again any time soon. Reviews I've read since suggest that PCs can perform all sorts of crazy stunts, but our game was rather more restrained than that. Ours played more like a mystery or detective story in which all the PCs had amnesia and expectations of cause and effect were upended. I had too many questions about the setting, and the GM (not just the NPCs) had too few answers; I found it frustrating. I guess I was hoping for Inception meets The Prisoner, and would have been totally okay with The Matrix meets Blue Velvet, but what I got was more like Memento meets Eraserhead. Interesting to watch, but damn hard to game in.
- The day after that, our Truth & Justice campaign wrapped up. I was likewise never quite rocked by that campaign. I really wanted to be challenged more. The plot was a little slow, the villains not as colorful as they could have been, and just not enough tension or drama to really engage me. I would have preferred to have the baddies be a bit more "in your face". The players (myself included) share some of the burden as well, as we never really worked together well and didn't chase plot threads perhaps as well as we could have. I guess I wanted less dysfunction, and more action. The game thankfully didn't meltdown or implode, but it also never seemed to get beyond a simmer.
- My Continuum campaign has had a few out-of-character hurdles. Individual sessions have been really good, but since it's a game where Information Is All, I can't really blog about any plotline (like the basilisk deaths near the 1527 Paracelsus symposiums, or the part where Derren Brown was posing as Christopher Marlowe) that's still in process. And they've been in-process for a long time, as we've only been getting half as many sessions as expected. Normally, I GM twice a week for two different playgroups in the same timeline/universe. The Wednesday night group had to take a month off from play because of one player doing a lot of summer travelling. Just before the Wednesday group returned to the game, the Tuesday group also had to take a month off because a huge work deadline hitting a player. So I had a couple weeks without GMing my Time-Travel game, preceded and followed by less GMing than normal.
Knowing in advance about the month-long gaps in my Continuum group's schedules, I planned to GM as often as possible for our Thursday night one-shot group. However, between my wife getting a promotion that totally rearranged our home schedule, a friend at that game coming down with chicken pox, and me getting sucked into a video game, then mired in a short patch of writers block... well, the month shot by with me just GMing once. That puts me in withdrawal. It gets ugly. My wife came home from work one day, and found me passed out in the bathroom with 3d6 sticking out of my brachial artery.
- The one time I did get to GM on the one-shot night was Og, which I totally only ran because I couldn't quite get the pregens finished for the Cyberpunk scenario I was planning on running. Og is a very goofy caveman game. I've run it a couple times before, more than a year ago, and worked in some Land-of-the-Lost references and time-travel nonsense which seemed to go over well. This time, though, I think I bit off more than I could chew. The PCs scattered every chance they got, and I was left with too much plot for their limited caveman vocabularies. I started grasping at straws, and pulled out of my belly The Great Gazoo, an intervention team from the Planet of the Apes, [a Slip-and-Slide, the Beach Boy's Pet Sounds] and about half a Roman Legion. I felt like it was a huge cluster-failure, but most of the players seemed to laugh their way through it.
This past week, however, the gaming has swung back around and apparently I've been on fire (or just really obnoxious).
- Thursday night we played Lady Blackbird. Honestly, I lack confidence in Lady Blackbird's mechanics, and I think a bit more definition to the setting (and magic) would be a huge benefit. Leaving so much up to the players is dangerous, especially when I've been role-playing deprived for a week or two. I played Snargle, the shapeshifting goblin pilot, and I hammed it up to no end. There was way too much discussion of goblin-porno and the proper inflating of boobloons. I'm quite certain it was nothing like what the designer of the game intended, and it may very well have undermined what the others at the table wanted too, but at least it entertained the bystanders at the game store.
- Then the night after that, dinner with friends lead to an impromptu game of Microscope. Our setting was an alternate earth with urban fantasy elements, where famous fictional literary figures became real. Dracula, Lilith, and Dr. Jeckyl all made appearances. There was this scene where I played Dr. Jeckyl (which I pronounced Gee-kell with a thick scottish accent so I could sneak past the initial round of character declaration without most people realizing who I was really playing till the scene got going) and turned into Mr. Hyde and crawled around under the table in some very inappropriate LARP-ish antics with my secretary. What happens under the table, stays under the table.
I am definitely looking forward to getting my regular fix of plot, puzzle and drama sometime soon, in hopes that it will pull me out of this over-the-top perverted character-actor spiral.
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