Monday, October 22, 2012

Rotten in Denmark, Awesome in Play

I don't know what it is about the month of October but it seems I am destined to post lightly in the time leading up to Samhaine. Is it the work of evil spirits? A witch's hex may hap? I can not say. All I am sure of it I will try to make up for these past weeks as best I can.

This past Saturday I ran the first session of my group's newest campaign endeavour, Ars Magica: Something Rotten in Denmark.

Set in Denmark in the year 1172, our saga focuses on a covenant of magi known as The Silver Elk Lodge (Roughly said 'Sølv Elg Hus' in Danish), the oldest known holding of the Order of Hermes in Scandinavia. The covenant is in its 'Winter Season', with many of its older, more prestigious and powerful mages either dead or so far into their magical studies they don't perceive the mundane world any longer, nor it them. It's eldest wizard, the last living descendant of the covenant's founder, is over 200 years old and not long for this world. He is gravely ill and the potions that have extended his life no longer have the effect they once did.

The covenant has a few old friends and many enemies, not the least of which is the Catholic Church and the more strict members of the Order of Hermes itself. Many of the mages of the Silver Elk Lodge are of the old faith and ways, with some even practicing non-Hermetic magic to some extent. Pagan beliefs and rumors of Rune Casting have not done them any favors when dealing with their Southern brethren in Germany and the Holy Roman Empire. While King Valdemar The Great unites the bickering Jarls of Denmark, he wonders why he lets the Order of Hermes continue to operate in his lands if the mages won't fight for king and country. Likewise, Absalon, Bishop of Roskilde, who has been instrumental in converting the Danes to Christianity, is none too keen on the existence of mages on Danish soil, let alone ones who still adhere to the religion of the old Viking gods.


File:Bishop Absalon topples the god Svantevit at Arkona.PNG


Enter the Player Characters...as I've mentioned in the past my group can be a bit on the quirky sides (what group isn't I suppose) but I have to applaud them in getting into the spirit of the game and the setting while still generating characters that are uniquely them.

Harder than character creation seemed to be understanding what I was going for with the tone and style of the setting. None of the guys playing in this one are huge history buffs and to be honest most of what I mentioned above is background material which, while it will play are part in the campaign, isn't actually the main focus of the campaign.

The game will be largely influenced by folklore and fairy tales, using a smattering of historical information sprinkled into Norse Mythology, Danish Legends and the stories collected by Hans Christen Anderson.

Case in point, our first adventure...

The Silver Elk, The Witch's Eye and The Heavy Raven



Nothing like aping Mignola for an Ars Magica game. Sorry Mike. I am just the huggest fan.
Hellboy for President!

As the leader of their covenant takes what may well be his final walk among the thigh-high standing stones which ring the Silver Elk Lodge, two Mages, their Companions and a small crew of Grogs, sail for the port town of Copenhagen to meet with a merchant still friendly with their aging group. The merchant, a Danish fellow named Falko, is a purveyor of rare herbs and other plants from many parts in and around Denmark. His herbs are needed for the medicinal potions currently enabling the leader of the Silk Elks to keep Death at bay.

After arrival and a day or so of waiting, Falko is a no show and no one has heard or seen him since his trip South to Germany. His last port of call would likely have been Malmo, a Danish town on the Southern Coast of Sweden. Since it is not especially far the group decides to travel there and see if they can learn more about their missing contact and ally.

Once in Malmo, the PCs do some investigating, talking to the Dockmaster and a few merchants and eventually encounter Erge of Flanders, a merchant specializing in furs, perfumes, oils and other animal products, who happens to be a friend and business associate of Falko. Erge showed the PCs a letter, written in Falko's handwriting (though terribly sloppy and scratchy), indicating he had fallen ill in Germany and would be delayed in returning.

Not to be defeated in their pursuit of the medicine they need, the PCs search Malmo's market place for someone who may have what they're looking for. They soon came across a young woman and her sleeping, wizened, old grandmother, who sell herbs but don't seem to have what the Mages need. That is until the grandmother wakes up, eyes the customers (well, one-eyes them. She is missing her right eye) and seems to realize they are indeed Wizards (they never mentioned they were Magi but did imply the herbs were needed for medicine and that the situation was grave).

The old woman, who bears the claw marks of a bird where her missing right eye should be, tells the Mages and their Companions that she does indeed have what they seek. Another Wizard, a dark and mysterious sort who looked the part of the Sorcerer far more than the PCs did, wanted to purchase it from her just the other day but he wouldn't pay her price and so she would not sell him the herbs.

Her price was the retrieval of her lost eye.

Stolen when she was a young lass, the age her granddaughter is now, by a raven who flew North into the thick woods. If the Mages can return her eye to her she will give them what they need...

More to come,

AD
Barking Alien



Monday, October 8, 2012

Freeze Dried Adventures - Just Add Awesome

As I gear up for my groups's next campaign, an Ars Magica saga set in 12th Century, Southern Scandinavia I have entitled, "Something Rotten in Denmark", I log on to find the internet abuzz (the D&D gaming portions of it anyway) with posts on one party's experience with James Mal's Dwimmermount and some excellent, though more general, comments about pre-published adventure modules in general.

Now I can not speak on the nature of the Dwimmermount adventure itself. I have neither read it nor played it. I was not there to witness it being played by the periodically troublemaking and often humorous Joethelawyer.

I can only talk about modules and how I feel about them. 

I have, in the past 35 years, used professionally published modules on several occasions. Now wait, stay with me and don't pass out. That statement, while completely true, comes with an addendum. In those aforementioned three and a half decades, I have never, EVER run a module straight without any adjustments or modifications. I honestly didn't know anyone ever did that until I was in my late teens. How could you? Who would do such a thing?

Apparently...gamers.

I always figured the reason for the plethora of empty rooms was so you, the GM, could put stuff in them. Call me crazy, call me irresponsible but if that wasn't what they were for, what the heck were they for?

Making adventures is easy for me but even I can use a kick start once in a while. Sometimes I just need a little jolt to the imagination to get the engine running full tilt.  Modules always served that purpose when I was stalled for an idea or, more commonly, when I had a dozen epic and awesome ideas but no simple, straightforward one to start the campaign rolling.

I have never used a module for Ars Magica. While I am certain Lion Rampart, White Wolf, WotC and Atlas Games have all produced fantastic adventures for the game, I haven't run and of them and don't intend to. I just don't really need them.

I do want to look at new rules mechanics and systems for alternative magic, especially as different regions and folklore had different beliefs in what magic was, how it worked and what it could do. I love reading the history in the supplements covering various areas of the world. I am curious to see any book that describes mythical creatures native to unique areas.

I do love sourcebooks. Sourcebooks help me generate adventures. So I don't need adventures.

Just some thoughts for the night. More Ars Magica as pre-production is finalized and we get ready to go live...

AD
Barking Alien





Friday, October 5, 2012

Something Is Rotten In The State of Denmark

Only have the briefest of moments to get this down and posted before I head off to work but as inspiration struck I felt I needed to share.

I believe I have found the appropriate locale for our upcoming (and soon I might add) Ars Magica campaign...

Denmark


I like the idea of the people who were once counted among the great warriors and explorers of the Age of the Vikings now having to deal with life surrounded by the bickering and battling nobles and warlords of the rest of Scandanavia to the North and Roman-Germany to the South.

Plus, Denmark gives me access to the sea and I do so love the sea. I also love sea monsters, of which Denmark and Norway have some of the best. And speaking of monsters, Grendel anyone? Plus a host of faerie and undead creatures and my first real chance to do something with Gnomes related, but not identical, to the Gnomes book by Will Huygen and Rien Poortvliet that I've mentioned before. Plus, I can indulge my love of Trolls thanks to proximity to Norway. As the title reference of this post attests, ghosts and other mysterious things are likely to occur just as easily.

I need to refresh myself on the trade and politics of the time, mostly just to set the stage properly and examine some maps to see where I want the action to start.

So excited! I leave you with a Danish proverb...

Life is not holding a good hand; Life is playing a poor hand well.

Rejs sikkert alle!

AD
Barking Alien





Thursday, October 4, 2012

In A Darker Age

I asked the three remaining players in our group what I should run as our next campaign and the votes are in and tallied. The winner is...


The gang has chosen Ars Magica over Traveller and while I am a bit surprised, I am totally cool with the decision. Ars Magica is one of my all time favorite games to GM and it's been ages since I've run it so all is good.

Now I am more than certain that, as Zak S. might put it, I run this game badwrong (or is it wrongbad? I can never get that straight). I focus considerably less on history and historical accuracy in favor of a 'timeless, folklore quality', as a friend of mine once put it.

I quite enjoy keeping the trappings of the region and culture I am using in mind as veracious to the time and place my campaign is set in as I can, but it is only to reinforce the atmosphere of the game. Political, social and economic elements of the medieval period (usually the late 12th or early 13th centuries for me) serve largely as background.

That said, I would like to set the campaign in a region that has interesting goings on and is thick with folklore.




I have run most of my previous Ars Magica campaigns in either England or France. For England I have primary focused on Wales and the South Western coast. For France, I prefer the regions of Brittany, Normandy and Flanders.

The research I did for my Smurfs game, strangely enough, would excellent source material for use in a campaign that revisits Flanders and the areas that make up what is now modern day Belgium.

Roman-Germany, Black Forest and all, would also be an excellent location.

Any ideas or recommendations? Any one run or play Ars Magica who'd like to offer up some input?

Looking forward to the mythic past,

AD
Barking Alien






Monday, October 1, 2012

An Idea That Haunts Me

This is October, the month that serves as home to All Hallow's Eve. Traditionally my posting is very light in October. I intend to break with tradition this year.



*** 

For a very long time now, on this blog, with my friends and to myself, I have boasted proudly, "This will be the year I publish my own game!"

That year has not come.

It's not that I don't have ideas that I think are worth publishing.

It's not that I can't design games. I have done it several times (At least twice on this blog - The Muppets and The Smurfs).

It's not that I don't have the time and energy. OK, I barely have the time but since I have the energy it should compensate a bit.

So why haven't I done it?

Fear.

I have a lot of fears. Not the kind that prevent you from swimming or going to high places or flying on airplanes but definitely ones that can stop you from doing something you should be able to do. When nothing else is stopping you, your fears are stopping you. At least, that's how it is for me.

A few months ago I met someone who has inspired me to get past my fears. By doing nothing more and nothing less than listening to me, talking to me and telling me all the amazing things she has done and continues to do with her passion, I realize I can do what impassions me as well.

My girl is pretty amazing and it finally occurred to me that if she's with me, I must be pretty amazing too.

With that, I will be discussing my newest 'Project X' on my blog this month. Project X is a generic term I use anytime I create a new game that I hope to publish. In the case of this one in particular, I have had the idea for it for so long I don't remember exactly where it originated. I even, for a time, thought it was a game I had played. I know I played a game like it. After extensive research, I can safely say there appears to be no RPG with quite the same concept.

It is a role playing game about ghosts, which, as far as I can tell, is very different from what I've seen before.



It is not about being a supernatural being living in a strange, alien, other world realm. It is not about playing people who fight, control or summon ghosts. It is not about having a ghost companion.

Those are certainly all cool ideas. I would love to run or play games with those premises, though some more than others.

At the same time, those ideas are not what I intuitively think of when I think of ghosts.

My game is.

If you'll indulge me this month, maybe it'll be the same for you...



Thanks,

AD
Barking Alien

All photos are in public domain.