Showing posts with label Trojan War. Show all posts
Showing posts with label Trojan War. Show all posts

Friday, March 7, 2008

Previously, On Scion...

PCs:
Ash (CIA agent),
Alyssa (Federal Prosecutor),
Omar (sort of a bounty hunter / hit man / international vigilante)

Campaign started in Seattle, Washington. PCs were each independently pursuing the same criminal/giant. They met, killed him and most of his henchmen, but spared the life of one henchwoman, who is now their sidekick. A few sessions later, they similarly convert the minotaur of the Market into a minor ally.

As a result of all this intelligence gathering and creative problem solving, they became aware of a big plot on the part of Mr Caponeson, an even bigger Giant, who's trying to free an Ogdoad / Titan / Cthulhoid that buried under Downtown Seattle and Puget Sound. To prevent that, the Dwarves told them they'd need a few things to fashion a titan-proof diving suit. Dragonfire, a nemean hide and a sea-gods toga.

But first, they had a gripping chase sequence through the Seattle underground, and then had to fight some terrorists, who probably weren't connected to the whole muspelheim mafia thing. Still, it gave them a chance to look bad-ass because they were trouncing mortal evil-doers and zombies and lived through a pretty scary gas attack.

They decided a Benu/Phoenix was close enough to a dragon, so they climbed up the Space Needle, and rescued the Wheedle from Caponeson's harpies.

From there they went to Albuquerque, to meet with Hercules. As fate would have it, they stepped on board a plane that was being sabotaged by a little gremlin in a nazi uniform. Totally unrelated to the main plot, just the impact of fate. They save the commercial airliner full of people, and land it in the midst of a busy highway.

They finally get to New Mexico and meet Herc. He looks like Steve Reeves, but runs a demon-beset gamestore in Alb. He climbed up into the ceiling storage space of the game store to find his old Nemean hide for them, but no luck. He did however, find some other tools and armor that could be helpful in hunting a Nemean, so he gave those (and complimentary copies of the players handbook and a starter-level magic deck) to the PCs. Since Nemesis (mother of one of the PCs) had cursed him to never leave the game store, he sent the PCs on their merry way to battle the Nemean Bat in Carlsbad.

The PCs outwit a bat, and get close enough to grapple it. They skin it (using it's own teeth as knives) and head back to Seattle.

They're still a bit uncertain how to get a Sea God's toga, so they start nosing around Caponeson's operation again. This results in an argument with Ivar. Trying to avert a major war between Loki and Hel (Loki's related to several of the giants in question, but his daughter Hel is the mother of one of the PCs), Caponeson offers a truce. The PCs accept it, but start moving secretly against his agents anyway.

They get a lead on a sea-god's toga. The PC with Prophecy has a vision about talking to a nixie who lives in the fountain near the space needle, and carrying a mermaid away from the Hiram Chittendam Locks. A quick stop at the fountain introduces a nixie whose mermaid friend was supposed to visit today, but is a couple hours overdue. "She's never late, and I'm starting to worry about her".

They bushwack the wackenhut-meets-innsmouth guys at the lock who had the mermaid pinned in the fish ladder. But there's this other guy there who's a bad-ass. He's dressed in barnacle-encrusted gladiator armor and riding a nautical chimera (part gigantic angler fish, part gigantic lobster, plus a few tentacles and a stinger for good measure). There's a pretty fancy battle, and while two PCs escape with the mermaid, the third PC is kidnapped by the gladiator guy.

She awakes in a watertight internal chamber of an ogdoad. It has two fairly gross exists - one opening beneath Puget Sound and one opening onto the shores of the river styx. The gladiator takes off his helmet, and says he'll unchain her if she promises not to attack or escape for one hour. He just wants to look at her, and to talk.

For the past several thousand years, he's been fighting a guerilla war against Poseidon. His full name is Julius Quintus Nautico, but no one's called him anything but Tethysion since the fall of Rome.

His wife, bless her soul, was a Scion of Nemesis who was raped and murdered by a Scion of Poseidon. For political reasons, Nemesis couldn't strike the rapist down directly. Julius became disillusioned with the Goddess, and turned to Tethys for empowerment. He drowned the Poseidon-scion in vengeance (imagine how happy I was when Scion: God came out months later and said Tethys drowns her enemies) and then started working his way up the ladder. Polyphemus nearly killed him, and he decided to tackle things more his own size, hence his pursuit of the mermaid, great-grand-daughter of Poseidon. His failure to keep upping the ante is what stuck him at Legend 5 but not yet a Demigod for all time - an important thematic lesson for my players - raise the stakes or be left in the dust.

Then comes the big bombshell (stolen straight from Dracula). The captive PC is the very vision of his long-dead wife. Perhaps she's reincarnated? He tries to woo her, but she sticks to business and logic.

Tethysion becomes convinced (by his reborn love) that Tethys is a villainess, seeking to destroy mankind, and that it's wrong for him to run around killing and raping mermaids. He decides that in order to regain his honor, he must fall on his own trident. But first, he gives his old centurion locker to Alyssa (the PC who was his wife in a previous lifetime). Inside is their wedding clothing from ages ago - a beautiful stolla and palla for her, and for him a toga that was a gift of the gods.

The other PCs show up to save her, but she's already ready to go. They take a stroll on the shores of hades, then head home. She needs a couple days to just sit and think.

During those days, they deliver the toga, nemean hide, and benu to the dwarves. They're reluctant to build the diving suit, because the dwarf leader's wife is being held hostage by one of Caponeson's luitenants. Apparently, they aren't the only ones paying lip service to the truce.

Then a building blows up. It was the 30-story building whose penthouse served as home to one of the other PCs. Ivar had rigged it to explode in vengeance for the way the PCs had treated him previously. In a cool series of super short cut-away scenes, he learned about Caponesons truce and rushed to the building just a minute too late. The whole building collapses, and Omar (one of the PCs) is barely able to save the life of Cleopatra.

Crap! I forgot to mention Cleopatra. Famous Queen of the Nile - it's a long story, but she's his girlfriend. Everyone's a little unclear how she ended up in the slave auction beneath the Pike Market, but Horus had paid for her on his son's behalf. It all started really uncomfortably, but has grown over time. That was back in the session where they converted the minotaur.

Anyhow, the "terrorist" bombing downtown is enough to wake Alyssa out of her "did I just talk my soulmate into committing suicide?" funk. She takes part in the rescue efforts at ground zero. Since Dubya was trying to replace AG anyway (Alberto had had a nervous breakdown when Alyssa confided in him that some of the criminals she prosecutes aren't exactly human), and Alyssa is a Federal Prosecutor with a primo photo-op, she get's sworn in.

That's the moment I did their assenscion to demigodhood. Big fancy montage of divine intervention scenes, with each visitation plucking them from the real world and returning them changed. Barbarella (the NPC sidekick Scion of Tlazlteotl) is left out. She's been a bit unreliable, running away once or twice 'cause the PCs sometimes use manipulation instead of charisma when motivating her. Anyhow, she's feeling "second class" and is none-too-happy.

Getting ahead of myself. Somewhere between ground zero and being sworn in, the PCs fight Ivar, who barely escapes with his life. Then they kidnap the right-hand henchman of the luitenant who kidnapped the dwarf. The hostage exchange goes poorly at first, with a PC incapacitated in the opening round of combat. But then a different PC has two ridiculously unbelievable rolls back-to-back and one-shots a higher-legend Undead she shouldn't have been able to hit.

Anyhow, a side tangent on Ash. She's been playing both sides of the fence. Loki visits frequently, and Hel does every so often, too. Ashilda's had a couple non-violent interactions with the dreaded Mr Caponeson, who has offered her a position in his army come ragnarok. So her visitation ends with a big party at the Jotunheim Bonfire, Mr Caponeson's nightclub. This will matter further down the road, but not in this post.

After the demigodness, I switched gears, trying to give each PC a look at how much simpler and meaningless their day-to-day life is now that they have all that divine power.
Alyssa gets scenes in the courtroom and before congress, and she outperforms the leaders of the free world.
Omar gets a job to overthrow a petty dictator in Africa. I expected him to use his uber-strength and magic armor to just walk in and crush him.

Instead, Omar invites the others with him. Their African vacation involves overthrowing 3 different warlords, converting one of them (the one most acceptable to Ash's CIA superiors) to worship the three of them, and put him up as a puppet state of the US. PCs dodging law rockets and heavy machine guns, then using Sekem Barrier to humble the militants, and massive social stunts to restructure the region. When all is said and done, they've improved the lives of a good hundred thousand people in central africa. But they've also fatebound themselves to the wartorn country they are in.

After some research, they deduce the only way to untie themselves is to exit to the underworld so that some portion of mortal fate will slough off them. The best Terra Incognita route to do this is guarded by an Adze and his buggish minions. They best him, and head into the unknown. There's a chase by a dinosaur, lots of Fenrir, and even Garm.

Somewhere along the way, creepy little twin girls tell them that the relic ring Ash wears, which she took from the corpse of the Undead back on Ballard Bridge, once belonged to the Adze she just fought. Loki had traded four Lindwurms to the Adze for it - and then presumably arranged the situation to make sure Ash got her hands on it. Whose side is Loki on, anyway? He showers his grand-daughter with gifts, while at the same time putting more and stronger foes in her path.

Eventually, they manage to punch through to Helheim, and accidentally walk in on Hel and Balder in an intimate moment. Balder expresses an interest in Ash, and implies that Ash's daughter's father is not that no-good mortal Ex of hers. This all gets really uncomfortable, which is a big plus for dichotomous Hel. Eventually, the PCs catch a ship back to midgard.

A big storm blows in, and a the longship full of PCs somehow ends up in a viking display in the British Museum. This is all for the best, the PCs had long ago considered researching in the Egyptology section here to learn more on how to fight an Ogdoad. Apparently, Hel or the Fates had heard their idea, and decided to be helpful.

But an old enemy, Caponeson's wife (before the truce, they mailed her photos of Caponeson having an affair), is waiting outside. She's been lead here by Sisyphus. Ol Sis outtalks the PCs, and convinces Maia Zipacna Caponeson to attack the PCs. She grabs Cleopatra's Needle (all 160 tons of it) and chucks it through the crowded front of the Brittish Museum, taking down most of the building. The PCs manage to avoid most of the publicity here, and Mrs Caponeson ends up fighting British anti-terrorist forces on a live BBC feed. She's fatebound to London, they aren't.

They scavenge some relics they need for the Ogdoad battle from the ruins of the museum, break up a local ring of titan-worshipers, and head to Cambridge.

En route, Hel calls Ash. She says Balder took a liking to her, and since Balder's birthday is coming up, she'd like to treat him to a threesome. This was a throw-away comment intended to reinforce how inhuman Hel is, asking for a menage a trois with her own daughter. I wasn't expecting the player to say "Hell yeah - Ash'd do anything to sleep with Balder! He's a hunk! He's the best-looking god in my whole Pantheon." There was no die roll involved, but I rewarded her spunk like it was a 3-point stunt.

Backing up a moment or two - in the museum was a temporary exhibit about the work of Iman Wilken's, a scholar who believes The Illiad and Oddyssey predate the greeks, and are in fact proto-celtic in origin. He places Troy in Cambridge, and Odysseus's voyage as being across the Atlantic. Prophecy (and a couple NPCs) had hinted the PCs would retrace the first half of Oddyseuss's voyage, so the PCs take a chance and head to Cambridge.

Waiting for them is The Maltese Falcon, an enormous luxury sailboat with a Legend Rating of 1. They hop aboard, write the world's best classified ad, and hire some crew. The ship was prepaid by Horus (just as he'd cryptically prepaid for Cleopatra many sessions before) so the PCs took it in stride. The made some rolls to weed out crew that would have mental issues in the event of attack by sea monster or cyclops, and head out to sea following Wilken's map.

First stop - the land of the Ciconnes, a place Odysseus sacked because the natives had sent troops and supplies to support Troy. Wilken's identifies it as the sunken city of Yves, once rival to Paris. Yves is also important in grail lore.

The PCs don the armor Hercules gave them oh-so-long-ago, and fly overboard, using Terra Incognita to enter the realm of St. Yves Ciccones. There are mortals there, 6 large villages and a monestary who have been cut off from the world for countless generations. For the past 20 or 30 years, they have been plauged by ghosts. Aten has torn three rifts to the underworld, to places matching the trisociative nature of Yves. There's ghosts of proto-celts, trojans and achaens, crusaders and arthurian knights, and even a couple frenchmen on penny-farthing bicycles, all pooling up here. The titans intend this to be a staging ground for bringing the war to earth.

The PCs do some exploratory probing of the rifts, outwit a Hekatonakhiere, and kill 3 angels and 4 cherubim. They seal the rifts, and convince the people of Yves that everything they previously believed is false. The turn them away from God (aka Aten) and start them worshiping the Norse, Greek, and Egyptian (sans Aten) Pantheons - or, more specifically, just worshiping themselves. Large-scale rituals are cast to shore this place up from further ghostly or angelic intrusion. They build some aqueducts and printing presses and such to improve the quality of life for their new worshipers, then head back to the ship.

They find it adrift and looking deserted. Below decks, they are ambushed by one of the crew they'd hired back in Cambridge, by the name of Wendy-Lou Smith. A PC throws everything he has into his very first attack, and takes her head off. Despite her awesome armor, she couldn't survive the 35-levels of lethal the PCs dumped on her in one action.

Later, they learn from her ghost that Wendy Lou was the daughter of Weyland Smith, aka "The Norse Hephaestus", what's more, she was Hercules's common-law wife. They'd kinda broken up over a Nemean Schnouzer. Wendy had moved back to Europe till the Nemean puppy passed away naturally, but was now ready to get back with Herc since he wasn't going to mistreat her dog. She'd been sent below decks before the PCs changed into the armor Herc had given them. They'd left their Aztec sidekick behind, who also changed into her armor from Herc. Turns out all that armor belonged to Wendy, gifts from her dad or suits she'd made herself. She'd assumed Herc was robbed by her new employers, so she beat up the rest of the crew and passengers and tied them up.

Somewhere in the midst of all that, Nemesis shows up and says she's proud of Alyssa for the whole converting Yves thing, and wishes she'd spend more time dealing out justice and less time being moappy about reincarnation. Right, I forgot to mention the part where, after chasing off the Hekatonakhiere, Alyssa was nearly raped by Hades, and had to Social her way out of it. "The Unseen" is now holding that over Nemesis's head - "as a favor to you, I didn't take your daughter's virtue or feed her pomegranite, so you owe me". The greeks are a sick and complicated lot. Nem actually said "Next time, just have faith that'll extract vengeance for whatever evil befalls you" to her daughter.

That's about where we left off. We play again this Saturday. On the itinerary:
  1. Cape Malea and/or Cape St Vincent, Portugal
  2. Land of the Lotus Eaters and/or Senegal
  3. Land of the Cyclopes and/or Cape Verde Islands, Atlantic
  4. The Aeolian Isle and/or Saba, Netherlands Antilles
  5. Lamos-Telepus and the Land of the Laestragonians, and/or Cuba

After that, presumably they'll step off Wilken's Oddyssey map, through the Panama Canal, and back up to Washington State to stop an Ogdoad.

Sunday, December 30, 2007

Bisociation in Scion

Posted a slightly different version of this at the white-wolf forums in response to something earlier today.

Mythology is rife with Bisociation. Bisociation is a term coined by Arthur Koestler. It refers to when something has multiple meanings and/or realities at once. It's somewhere between metaphor and contradiction. It's what powered Gnostic mystery cults in ancient days. It's superficially akin to Syncretism.

Examples relevant to Scion:
Saturn is both the barbaric Titanic father of Zeuss (aka Chronos, who ate his own children) and the merrymaking fun-god that Saturnalia celebrates. He's also the god of planting and growing grain.

Loki is both a Giant and a God. He is both a good guy and a villain. Both a humanoid and fire itself.

Most gods have multiple contradictory avatars. This is doubly true after the Romans got their hands on them. Most are also in some way metaphorical.

Helen of Troy's parents were Zeus and Leda (according to Homer and Euripedes) or Zeus and Nemesis (according to Asclepiades and pseudo-Eratosthenes). She was abducted Paris, went willingly with Paris, fled to Egypt instead, and was abducted by Theseus, depending on the author. Troy itself lies in Turkey, Greece, and England.

The holy grail is the chalice of the last supper, the cup that caught Christ's blood, the philosopher's stone of paganism, (the secret child of Christ and) Mary Magdelene, and the Merovingian bloodline. It was found by Galahad, the Templars, Indiana Jones, and Tom Hanks.

The sun is a mass of incandescent gas, Apollo's Chariot, Horus's golden barque, a bright flaming diamond orbiting the earth in a crystal sphere, just another star, and a giant nuclear furnace.

Horus, Jesus, and Mithra were all born of Virgins on the 25th of December. Christmas roughly coincides with their births, Viking Yule, Roman Saturnalia, the Solstice, and the time when Jolly Old St. Nick (not to be confused with Old Nick, unless you're really messin' with the PCs) shimmies down chimneys.

The trick to using Bisociation in Scion is to except every mythic metaphor as truth. When the players point out the contradictions, acknowledge them out-of-character, but be brief and vague about it. "Yes, that does seem to contradict, doesn't it? I wonder what that means." Fate has tied everything together in ways that make objectivity impossible.

In-character, mortal NPCs each pick a single truth (or are just clueless). Gods accept every contradictory truth from their own pantheon's point-of-view, and the Norns accept multiple trans-pantheonic truths. All other NPCs fall somewhere between those extremes.

Further reading: The best article on relating Bisociation to gaming is Kenneth Hite's "Two-World Minimum: Bisociation and the Art of High Weirdness" which originally appeared in Pyramid, but is reprinted in Supressed Transmission: The First Broadcast

Thursday, December 20, 2007

Calvin & Kassandra

More continuum GM's prep/notes. This involves Eddie's character, Calvin, and the famous Kassandra of Troy.

Calvin & Kassandra:
Kassandra had a dream in which she meets Calvin the night before something horrible begins. In the dream they are together for several months at the start of the catastrophe, teaching each other.

If Eddie is present, put him into that dilemma.
Does he stay with Kassandra, possibly against Izzy’s wishes?
Does he leave Kassandra, causing her to doubt her own abilities.
If he leaves her, she’ll start trying to reach him in dreams. And wouldn’t it be fun if she’s a bit obsessive?

The next day Kassandra’s parents lock her up. (Her parents are King Priam and Queen Hecuba. This means she’s a sister of Paris.) She’s kept away from the people, in a tower atop one of the hills of gog magog.

Calvin can learn a lot by spending time with her. If Calvin stays with Kassandra: (include all benefits of earlier ones)

30 days:
Language (ProtoCeltic): Novice, based on Mind
Clairvoyance: +1 clock
Anthropology: +1 clock
Locality Knowledge (Trojan War): Novice, based on Mind
Occult (Celtic): Novice, based on Mind

90 days:
Language (ProtoCeltic): +2 clocks
Clairvoyance, +1 clock more
Anthropology: +3 clocks more
Locality Knowledge (Trojan War): +1 clock more
Occult (Celtic): +2 clocks
Dreaming: Novice, based on Quick

1 year:
Language (ProtoCeltic): +9 clocks more
Clairvoyance, +3 clocks more
History (Bronze Age) : Novice, based on Mind
Anthropology: +8 clocks more
Locality Knowledge (Trojan War): +9 clocks more
Occult (Celtic): +10 clocks more
Dreaming: +3 clocks
per year thereafter (8 more years at maximum):
Language (ProtoCeltic): +12 clocks more
Clairvoyance, +5 clocks more
Locality Knowledge (Trojan War): +12 clocks more
Dreaming: +4 clocks more
Occult (Celtic): +6 clocks more

Kassandra refused the amorous advances of Apollo, and was cursed by him. His snakes licked her ears, which made her able to hear the future on the wind. But the curse made it such that no one will ever believe her.

Even I don't know what that last paragraph meant in the context of Continuum.

Wednesday, December 19, 2007

Fun things to do in Illium before the war:

The following is from my GM's notes for my Short-Bus Spanners campaign...

Fun things to do in Illium before the war:

Chariots. Chariots are everywhere, the main means of transit for the wealthy. It’s THE WAY to get around. But will the PCs be thrilled about it considering the wreck they saw at the Circus Maximus a few days of Age ago?
Horseshoes here have rings, straps and garters tying the bright shoes onto the horses legs. No Nails.

Explore the city. Illium sits upon large hills. These hills look down upon the Trojan plain and out the sea many km away. The city is a fortress, a series of twisting walls and stockades. It’s a spiraling maze that would render frontal assault a nightmare. The roads are broad, and much traffic is by chariot.

Party! These bronze age celts sure know how. Good wine, and lots of it. Celebration with musicians and dancing. Instruments include lyre, trumpet, tamborine and a type of guitar. Food is more basic than in Rome, but also much less scary.

UFO Sighting: Aaron, with his Master-level Observation (Artistic Details) will be staring out at the beautiful skyline (perhaps sunset) and after a few minutes realize there’s a detail that he’d orginally missed. It’s a big silver object in the air, a UFO. It’s really hard to notice it, even if it’s pointed out to you it takes a Apprentice-level Observation roll to successfully see it. It’s big, and should be obvious, but the eye just tries to move right past it without noticing.
Once spotted, it’s Wheels within wheels, angels of fire on the corner edifaces - everyone who does spot it sees it a little differently. If they point it out to Kelly, he sees a big silver cigar, for example.
If mentioned to Paris, he says it’s the machines of the gods, come from the end of time to watch our the stoic bravery which we exemplify for future generations.
If mentioned to Izzy, whose already seen it, she admits she knows what’s going on. It’s the Inheritors, they’ve been following and watching over us since Versielles.

Meme Theory. The celts understand that thoughts have a life of there own. The bards, and Homer in particular, are well skilled in Memic Imprinting. That’s why Antedessertium uses him. If you have the Teaching skill, you get one Clock just for interacting with Paris.

Mystery Ceremony. Invited to a late-night Drus ceremony in the woods on the banks of the Caymandyr.
Everyone at this ceremony knows about the coming war, and each has some knowledge of magic, which may include spanning.
Each person brings a personal offering to cast into the river.
Once in the cover of the woods, they dance naked around a fire.
The High Priestesses (Breesis) chooses one man. They board a gilt chariot. A young boy drives it round the circle, while Breesis and the chosen have ritualistic sex in the back. Then the chosen is sacrificed (via knife) and the chariot pushed onto the fire.
If Amy’s not present: They also sacrifice the horses from the Chariot.

Tuesday, December 18, 2007

Point 10 of In Case They Scoff

More notes from my Continuum campaign. I was very concerned that my players wouldn't swallow Troy being in England. Turns out to be an unwarranted fear. If the players could handle Greys inheriting the earth, Atlantis as spaceship, and St Germaine as a paradox-causing time-travelling supervillain, they could probably handle relocating Troy by a 800 years and a couple thousand miles.

Points 1-9 I beat to death in other posts. Point 10, on the other hand, is unique to the Continuum perspective. It was a cool coincidence I was able to inject with meaning. If you're already familiar with Wilkens' theories, just skip to point 10, below, and my observations following it...
In Case They Scoff: Here’s the simplified facts put forth by Iman Wilkens to support his theory. Spanners don’t need them, after all they can just see that this is Troy. But for the players, here’s some data to reinforce the versimilitude.
  1. Names of the Factions. Homer never uses the Greek word for “Greeks”, nor the word for “Barbarians” that the Greeks were so fast to apply to “lower” cultures. Instead, the two sides in the Illiad share the same culture.
  2. Name of places. Most of the Homeric place names can be dated to the reign of Alexander the Great. As he conquered, he renamed new greek colonies after the marvels of the heroic age.
  3. Oceans. Homers ocean descriptions are not of the gentle blue Mediterranean which rests next to Greece. He describes the wine-dark swelling waters of the Atlantic.
  4. Weather. The Illiad describes ceaseless rains, heavy fog, and a good deal of snow. That does not describe Turkey, it’s a far better match for England.
  5. Vegetation. The plants he describes are from temperate northern europe. The descriptions are far too lush for Turkey.
  6. Chariots. The Greeks fought exclusively on foot or on ship prior to Alexander. The Celts, however, have been fighting from Chariot-back since 2000 bc.
  7. Cremation. All the dead of the Illiad are burned, but Greeks buried thier dead with gold funeral masks. The celts burn their dead, however.
  8. Religion. Like the Romans and the Assyrians, the Greeks adopted the Gods of other cultures they encountered, so as to not offend any supernatural being.
  9. Hisserlik and Schliemann. The ruins in Turkey that leveller archaeologists claim are Troy are of a city the size to hold 2,000 to 5,000 people. Not so epic. As you can see, the real Troy is much larger. In the next few days, they will mobilize a defense of over 50,000 warriors.
  10. Ants. O’Killey is a Spanner. Homer mentions Achilles’ Myrmidons, which is the greek word for Ants. This is a civil war (see point 1), with spanners on each side. Therefore, Homer is a Narcissist intriguer. Not following? Antedessertium and Crasher Subculture both call the Continuum “The Swarm”. We’re everywhere, we work together, we descend en masse upon their incursions to societal space time. From their point of view, we are are a hive mind.

I am particularly proud of the implications of point 10. Basically it means it's no coincidence that History gets it wrong and from the Greek Dark Age onward everyone thinks Illium is in the mediterranean. Either Homer carefully constructed wrote the most famous chronicle of the war to hide the truth, or else some Narcissist came along and messed with things to plant that account in the wrong culture's history.

Either way, it makes a perfect remnant of a failed Antedessertium attempt to Frag the future out of existence. By establishing "facts" that aren't true, they muddy reality and cause all sorts of problems for Ariesian-era spanners. It suggests such time-combat tactics as Cobwebbing and the Cheshire/Statue-of-Liberty gambit.

I suspect it went right over the heads of my players, which is a shame, but there was so much going on in that game, I can't blame anyone for missing odd bits here and there. While I did have Izzy make comments about it, it's not like I drove the point home by having a blind bard span in and attack them. That's saved for the sequel. :)

Paris asks Aaron to teach him the bow. Huh?

More GM notes from the Short-Bus Spanners Continuum campaign. This was one text box at the top of a page in the Troy-In-England section....
Paris asks Aaron to teach him the bow. Huh?
Paris has traveled beyond the war. He knows that it is in his yet that Aaron gives hims a marvelous bow, and introduces him to a culture of the greatest bowyers in history. Paris doesn’t know when or where that culture is, it’s told to his elder self by Aaron in a dream. But he knows his older self goes where Aaron suggested, and learns archery from Aaron or from that culture. And with that unparalleled skill Paris is able to strike O’Killey.
What I really enjoyed about that was the ability to foreshadow a totally unrelated thing. Aaron (Jeremy's character) had no Archery experience, and no reason to be interested in such. He was a complete non-combatant. But here I suddenly drop it in his lap that his character will somehow be the one who teaches Paris what he needs to kill Achilles. The itinerary (and other advance prep work) enabled me to work this in to the tale 5,000 years (and 4 to 6 sessions) in advance. It's his destiny, so he has to fulfill it. Continuum dreams destiny and kicks butt.

Monday, December 17, 2007

Groeg ydy a what the heck does that mean?

Groeg ydy abar a ognise bod 'n lladdedig ail a ail
To get that, I took a quote from an archaeologist: "Greece is a corpse that must be [killed? murdered? buried?] again and again", and I ran it through an English-to-Welsh translator. It certainly wasn't 100% historically accurate for me to put it into modern Welsh, but it was the closest-to-accurate translator I could find in the time I had available.

Nowadays, that same translator site refuses to put it back to English, so I'm missing one critical word mid-sentence.

The original quote was a comment (by Sir Moses Finley, if I recall correctly) on how historical evidence in the Mediterranean does not support the idea of the events of the Illiad happening during the lifetime of the Greek civilization. He was arguing against the view of Hisserlik being Troy. Iman Wilkens references him in "Where Troy Once Stood".

I've always thought that Iman Wilkens' Troy-In-England would be a really cool time & place to set a game. So it was only natural that my time-travelling PCs would have a layover there. Since I'd only have 1 or 2 sessions to explore it, I needed to focus on communicating the concept, not aiming for historical accuracy.

Here's some relevant links about Wilkens' research and ideas:
I wrote my own summary of Wilkens' theories in a post on repeatedexpletives.
Wilkens' own site which goes into a lot more detail on Troy as an ancient Celtic Oral Tradition that the Greeks merely adopted.
Wikipedia has a decent-enough article on Iman's book, though the various editor's biases show through in places. The contrast from section to section is somewhat amusing.

Groeg ydy abar a ognise bod 'n lladdedig ail a ail

Another page of GM-notes from my Continuum Campaign....

-1248 (BC) - May 12th at 12:00 noon - Ariesian - Troy.
Groeg ydy abar a ognise bod 'n lladdedig ail a ail. Midwives Corner in troy. Their job will be to protect certain important bloodlines, keep them alive despite the bloody massacre that’s coming soon. Playlist: 7th Sea Celtic

When you arrive: A man and a drop-dead gorgeous woman are waiting in the room for you. They stand with arms crossed and stern looks on their faces. Their anger is intimidating, especially coming from someone as beautiful as the woman.
Both wear brightly colored, richly embroidered clothing, accented by jewelry. Their eyes move back and forth between Aaron and Izzy.
With a trace of an almost welsh or scottish accent the man says says: “Urn of the North Wind and Izzygenia of Isle of Cranae. What makes the two of you think we’d ever let you set foot in Ilium agin after what you did last time?”
He pauses for the effect, and to watch the two of them scramble. “We were assured safe harbor.”
The woman smiles, and speaks: “Relax, friends! My husband makes a joke! Your future selves cause no trouble at all here, or at least none we’ve experienced yet.” Both laugh. “I am Hellene, he is Paris Alexis. He is the son of Priyam, King of Illium.”
Smiling now, the man speaks again: “Welcome to the Troad. My wife & I will be your hosts while you are level here. Tonight is the last easy night in the lands of Tros and illus. Tomorrow the first of 1200 ships lands, O’Killey the Narcissist and his Ants will burn Lyrnes, Aggamemmenon will demand tribute in tin, and a decade of tragedy and death begins. ”

Paris - Span 4 Spanner - Aaron Northwind’s elder self is a really good friend of Paris’s.
Hellene - Span 3 Midwife - Paris’s wife. She’s drop-dead gorgeous, with long golden hair. She’s lived here 9 years. Tomorrows war is not really about her, it’s about Tin and Bronze.
Darus Fryggya - Span 1. Bard-priest of Hefahstus. Friend of Paris and Aaron.
Hector - Leveller. Older brother of Paris, heir of Priyam.
Priyam - Leveller. Elderly. King of Troy.
Kassandra - Leveller, but possessed of powerful psychic potential. Will be a spanner eventually.

The culture is bronzeage protoceltic. Leather, bark, copper, bronze, tin, clay. No written language. Bards, druids, oral tradition, and mystery cults.

Explore the city. Illium sits upon large hills. These hills look down upon the Trojan plain and out the sea many km away. The city is a fortress, a series of twisting walls and stockades. It’s a spiralling maze that would render frontal assault a nightmare. The roads are broad, and much traffic is by chariot. Horseshoes have rings, straps and garters tieing the bright shoes onto the horses legs.

Fun things to do in Illium before the war:
  1. Party! These bronze age celts sure know how. Good wine, and lots of it. Celebration with musicians and dancing. Instruments include lyre, trumpet, tamborine and a type of guitar. Food is more basic than in Rome, but also much less scary.
  2. Mystery Ceremony. Invited to a late-night Drus ceremony in the woods on the banks of the Caymandyr. Each person brings a personal offering to cast into the river, then they dance naked around a fire. The High Priestesses (Breesis) chooses one man to have ritualistic sex with, then he is sacrificed and put on the fire. Everyone at this ceremony knows about the coming war, and each has some knowledge of magic, which may include spanning.
Before you leave: Taken to a high vantage point within the largest building of the city. Far out on the horizon can be seen tiny shapes upon the waters surface. The landing has begun.

Tuesday, December 11, 2007

Crewing Weird Worlds

In the main game (no mods) of Weird Worlds: Return to Infinite Space, you have no crew - or rather, the crew get barely any screen time and they don't really matter. They have no image. They serve only as NPC extras, a minor reinforcement of flavor. Sure, the science officer may figure out something about the Crystal Fish, and the whole crew celebrates if you smack the Kawangi, but they have no lives of their own.

The only way to impact them is to get the whole flotilla blown up. It seems that even if 4 out of 5 ships in your fleet get wasted by Urluquai, all hands survive and transfer to the remaining vessel. That, or it's assumed the Captain is a cold and heartless bastard who mourns no one. Not sure which. There are no funeral services, and no memorials to the nameless dead.

Esmeralda is the perfect example of your crew's passivity:
"Esmerelda, thief, smuggler and saboteur, is wanted in five star systems for a variety of crimes. Her notorious reputation and shady background only add to her mystique. The price on her head? 500 big ones!"
Ask any WW:RTIS player about Esmeralda, and they'll tell you how devastating and infuriating she is. Yet, when she robs or sabotages your ship, the crew's only comment is "Oh, yeah, I saw her on board, but I thought nothing of it." Weak-willed mindless sheep, this crew of ours! They deserve to have their towels stolen.



For my upcoming Wierdyssey mod, I've created crew (they sit next to your passengers), figured out how to track their morale and make it contribute to your final score, and how to cause events to deprive you of crew who get eaten or go AWOL. Just as Odysseus' crew got nibbled one-by-one before finally becoming lost-to-a-man, your crew will tick away, and their deaths will mean something to you. In keeping with the Homeric tradition, you still win as long as Weirdysseus gets home, but you have to choose how many redshirts get eaten by Scylla along the way.

It's not easy programming, and it's taking a lot longer than I ever suspected it would, but I hold fast to the belief that it will all be worth it when I'm done.

Modding is Hard

"Tiny purple fishes run laughing through your fingers" - Tales of Brave Ulysses, by Cream

I could have spent all day yesterday prepping for my Scion Campaign, or applying paint to a canvas, and not at all felt like I was wasting my time. My skills at both are honed enough that my wheels rarely spin in place, and I know how to work past minor blocks.

For modding, it's not the same. When I get done with 8 hours of modding and have but two minor visual jokes to show for it, I feel pretty underwhelmed.
Behold the warships of Troy! Color-curve-altered spaceships with the Trojan condom logo on them.
I spent the whole day yesterday trying to debug a section of programming that absolutely should be working. Everything was going along smoothly till I tried to make mercenary ships add to your crew roster. For some unknown reason, the UVAR codes (user variables) in these quests aren't talking with each other, and/or the haveshiprace CONDITION isn't triggering, so the crew count isn't incrementing. I tried to pinpoint the cause, and then 6 hours vanished in the blink of a debugging eye.

Tuesday, October 30, 2007

Crew Snapshot


Progress on my Weirdyssey mod for Weird Worlds has been slow. Partly, that's due to some debugging issues, and partly it's because I've returned to Oilpainting, which eats a lot of time.



To spur myself on, I thought I'd put a minor preview item here. For your viewing pleasure, here's the crew of the Weirdyssey...