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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Opaopajr on October 06, 2019, 07:03:39 PM

Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: Opaopajr on October 06, 2019, 07:03:39 PM
OK, time to get words on paper out to people! :)

This idea is a Behind-the-Screen GM tool. It takes a Region filled with major Locales (filled with multiple NPCs: persons, places, and things) and generates a Regional Campaign Hegemon. The Hegemon's Agenda will create Adventures; the PCs explorations, discoveries, and alliances will create complexity for further Adventures. The MtG Cards drawn will shape the major resources the Hegemon can bring to bear, while doubling as Bookkeeping as the Campaign progresses.

The Reputation Duel

As a GM there is no need to tip this metagame bookkeeping level to players. Just run the game, listen to players' plans, and run the NPC Allies as "doing the best they can!" This is mostly a 'faceless' Hegemon pushing away threats to their power, which PC Adventurers can be. When either loses all their "Reputation Life" in a Region, they are unwelcome there and on borrowed time while lingering. At any time either side may 'scoop' and concede the contest to the other, ending any Agendas & Card threats... PCs do this naturally in-game by expressing disinterest and just leaving the Region. ;) Again, no need to reveal the metagame.

Hegemon vs. PCs have a Reputation "Life Total" represented by NPC assets, unknown to each other. Hegemons start aware of their NPC assets, yet PCs start unaware, for they get to choose differently in spite of their potential NPC Allies favorable reactions to them. (Just try to positively introduce another NPC for the PCs later in play.) Begin with a decided "Life Total" for each, then seed "Life" into an available NPC each, having a minimum of one "Life" in each Locale.

Each day the Hegemon and PCs can message known NPCs to take an action (if they can) in a Locale, though the message's speed may delay this across Locales. Only one action can occur per Locale, regardless of extra NPCs present. However, a split PC party across Locales can carry out a coordinated long term agenda in each Locale. Hegemon can give long-standing orders as PCs, too.

When PCs Adventure in a Locale, building their fame, the Hegemon becomes aware of them. The Locale's Land enters the Hegemon's in-play resources, and the Locale's Cards become available opportunities. Hegemon's mobile NPCs need to smuggle Locale Cards off into the Hegemon's Hand as an action for availability to cast.

A Locale's Number Value equals the Hegemon's Card Opportunities there, as well as the Card Slot Max for the Hegemon's In-Play Cards that can be present there.

A Card-Involved Attack can take place at each Locale once a day by the Hegemon. A Hegemon's "Life" can make more attacks, but tends to be weak and exposes them.

[other procedural content generation rules to be added later, as needed.]


:) next step! The example Mini-Region, with Locales!
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: Opaopajr on October 06, 2019, 07:09:27 PM
Mini-Region
[/U]
(You can use any RPG Setting Region here, and sub-divide it into Locales below)

Frigid Swampy Hinterlands, part a massive Swamp Region. World is in an Ice Age. Nearest different terrain is Mountains and Plains, several locales away.

Card Spread
[/U]
(This is the Hegemon Tool's Heart. It's the randomly generated opportunities which shapes its agenda -- and doubles as a bookkeeping tool as the campaign's duel progresses!)

Locale 1 - Snow-Covered Swamp. Scathe Zombies
Locale 2 - Snow-Covered Swamp. Kjeldoran Dead. Gaze of Pain.
Locale 3 - Snow-Covered Swamp. Kjeldoran Dead. Soul Burn. Raise Dead.

Locales
[/U]

Locale 1 - Snowy Swamp. Borderlands Beacon Crossing. "Life's Edge"
Description: 3-story Beacon at crossroads creates an island depot of false safety.
Starting Card: Scathe Zombies
Card Slot for Permanents:
1.
NPCs:
persons - Beacon Guard, Inn Owner, Smithy, Stableboy, Merchant, Bard.
places - Beacon Tower, Carriage Inn, Wainwright, Livery, Supply Depot, Road Shrine.
things - Secondhand Farmers Market (event, 2x week).

Locale 2 - Snowy Swamp. Road Regions. "Old Fen Trail." & "Capitol Way"
Description: Ancient, canopied, worn path & Well-measured carriage/sleigh dirt road.
Starting Cards: Kjeldoran Dead, Gaze of Pain.
Card Slots for Permanents:
1.
2.
NPCs:
persons - Bandits, Caravan Nomads, Sickly Homesteaders, Hermit ex-Assassin.
places - Drift of the Dead, Dying Homestead, 'Groanwood' Tree, MottledStone Cairn.
things - Smuggler's Run (event, 2x nightly), Abandoned Racing Sleigh.

Locale 3 - Snowy Swamp. Wilds. "Hoary Hag's Bog"
Description: Winter-gnarled trees knot tightly between pools like a widow's lacy shawl.
Starting Cards: Kjeldoran Dead, Soul Burn, Raise Dead.
Card Slots for Permanents:
1.
2.
3.
NPCs:
persons - Druid Circle, Orc Band, Bog Wraith, Will o' Wisp.
places - Dead Grove, Ruined Manor, 'Lost' Tomb, Druid/Orc Camps (mobile).
things - Hag's Icy Heart, Wraith's Diadem.

:) Coming up, the Partisan NPCs! The "Reputation Life" at stake in the Duel!
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: Opaopajr on October 06, 2019, 07:21:38 PM
Partisan NPCs
[/U]

Locale 1. "Life's Edge" (DM 2 v. PC 2)
Hegemon - Smithy, Merchant. PCs - Beacon Guards, Roadside Shrine.

Name: Szlarakov Brothers - Dviv, Tyo, Rynich, Bratka.
Describe: locals that reflect the land's wet and twisted harshness, yet approachable.
Job: Wainwright Smithies
(routine). Maintain "Life's Edge" metal tools (daily). Fix spare vehicle fleet (as needed). Rush repairs on dignitary's metal demands (emergency).
Relations:
Secrets: Hegemon's.
Quests:

Name: 'Dama' Byitya, 'patroness of firewood gatherers'
Describe: painted ice sculpture nestled within a wardrobe of austere gowns.
Job: Supply Depot Merchant
(routine). Buy fuel for beacon (mornings, daily). Trade excess beacon supplies to offset costs (mid-day, daily). Pawn shop (by appt.). Fence (by appt., 1x week).
Relations:
Secrets: Hegemon's
Quests:

Name: Piitr Kaartaliiki
Describe: Hearty & hale obvious stranger. Quiet, observant. Angers like winter's chill.
Job: Beacon Guard
(routine). Fuel beacon at quarter light (nightly). Fuel at half light for major dignitary travel (forewarning, or mimic next beacon). Fuel at full during attack (emergency).
Relations:
Secrets: PCs'
Quests:

Name: 'Saint Xebec Entertains the Children' shrine
Describe: Tiny roof over a beatific, lance-weilding, warlord riding a stylized crocodile.
Job: Roadside Shrine for travelers' peace of mind.
(routine)
Relations:
Secrets: PCs'
Quests:


Locale 2. "OFT" & "CW" (DM 2 v. PC 1)
Hegemon - "Groanwood" Tree, Dying Homestead. PCs - Bandits.

Name: The "Groanwood" Tree
Describe: Massive tree, boughs groan in wind. A dressed-stone-lined hollow at its roots...?
Job: Landmark
(routine)
Relations:
Secrets: Hegemon's
Quests:

Name: The Zborshchya's Dying Homestead
Describe: all life here seems emaciated, drab, & wan. the buildings, the same.
Job: ... to wither and fail.
(routine)
Relations:
Secrets: Hegemon's
Quests:

Name: Old Fen Trail Bandits
Describe: Soggy motley of rags & finery. A few speak too eloquently...?
Job: rob rich travelers
(routine) Patrol Old Fen Trail (4x week), Patrol Capitol Way (2x week), Frolic at "Life's Edge" (2x month), Ambush rich dignitary (by gossip & appt.).
Relations:
Secrets: PCs'
Quests:


Locale 3. "Hoary Hag's Bog" (DM 1 v. PC 2)
Hegemon - Will o' Wisp. PCs - Orc Band, Dead Grove.

Name: Will o' the Wisp
Describe: Eerie, floating, small luminescent orb. Often nearby life goes silent.
Job: Haunt, spy, opportunistic attacks.
(routine) Explore the bog at night (full Bog circuit, monthly). Guide others through locales (master's will?), sometimes to leave as lost... (by appt., or boredom).
Relations:
Secrets: Hegemon's
Quests:

Name: "Frost-bitten Femurs" Orc Band
Describe: Spartanly under-dressed! Patient (disdainful?) with most non-orcs.
Job: survive, thrive, & retake homeland (not here, distant mountain).
(routine) Defend territory from other Orc incursions (full Bog circuit, monthly). Share "skunked-meat" visions with druids (1x week). Trade coinage and 'frilly-clothes' trophies at Depot for 'sensible things' (1x month).
Relations:
Secrets: PCs'
Quests:

Name: Dead Grove
Describe: Almost a slice of comfort, dry land with dead trees as windbreak & 'alarm'.
Job: defendable, almost cozy, dry land.
(routine)
Relations:
Secrets: PCs'
Quests:



:eek: ... there's at least over a dozen more NPCs that are Unaligned and yet to be described. I decided to hold off finishing the Region's NPCs or this will take even longer. The Unaligned can be another posts. :D

:) Next on stage, the Random Encounter Table!
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: Opaopajr on October 06, 2019, 07:34:07 PM
Random Encounter Tables (d4+d6)^

[table=width: 500, class: grid]
[tr]
   [td]Dice Roll / Locale[/td]
   [td]L1 "Life's Edge"[/td]
   [td]L2 "Old Fen Trail" & "Capitol Way"[/td]
   [td]L3 "Hoary Hag's Bog"[/td]
[/tr]
[tr]
   [td]2[/td]
   [td]Awakened Shrubs[/td]
   [td]Drift of the Dead *hazard[/td]
   [td]Swarm of Insects[/td]
[/tr]
[tr]
   [td]3[/td]
   [td]Frogs[/td]
   [td]Blizzard *hazard[/td]
   [td]Twig Blights[/td]
[/tr]
[tr]
   [td]4[/td]
   [td]Crabs[/td]
   [td]Panther, black[/td]
   [td]Giant Wolf Spider[/td]
[/tr]
[tr]
   [td]5[/td]
   [td]Rude Visitor*[/td]
   [td]Thug[/td]
   [td]Giant Fire Beetles[/td]
[/tr]
[tr]
   [td]6[/td]
   [td]Local NPC[/td]
   [td]Local NPC[/td]
   [td]Local NPC[/td]
[/tr]
[tr]
   [td]7[/td]
   [td]Local / Visitor*[/td]
   [td]Local / Traveler*[/td]
   [td]Local / Lost Person*[/td]
[/tr]
[tr]
   [td]8[/td]
   [td]Fox, semi-tame[/td]
   [td]Deer[/td]
   [td]Giant Centipede[/td]
[/tr]
[tr]
   [td]9[/td]
   [td]New Gossip *clue[/td]
   [td]Bandits *clue[/td]
   [td]Orc Band *clue[/td]
[/tr]
[tr]
   [td]10[/td]
   [td]Seer *clue[/td]
   [td]Awakened Shrub *clue[/td]
   [td]Bog Wraith *clue[/td]
[/tr]
[/table]

^ The higher values tend to have a more favorable reaction to PCs; shift 1 or 2 steps more positive as sensible.
* Visitors, Travelers, & Lost Persons are for improvisation & rumors. Hazards are lethal passive obstacles. Clues hint PCs about the Hegemony Duel's progress.


:o phew, almost done!
:) Lastly comes the loosely-structured Adventure, basically explaining the Hegemon, their thoughts on their NPCs, and their Strategy in the face of being challenged by PCs.
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: Opaopajr on October 06, 2019, 07:51:24 PM
Adventure Narrative
[/U]

Hegemon - a Krovikan scion of a fallen noble house trying to reclaim her titles, starting with what seems easy: a frozen, hinterland county better remembered by being passed through with pity & derision. With her necromantic knowledge, she'll scare the locals into superstitious submission as her guards come to the rescue. If she can find a weak-willed spouse to puppet as a screen at higher courts, all the better...

Starts: Five "Life" for both Hegemon & PCs. 1x Swamp (mana-producing lands are tappable for 1 platinum piece a day). Entourage of 10+ people. Spies at the Capitol's Court (off-Region). 10 PP.

Already introduced to her NPC Agents, her Regional Reputation's "Life." Their loyalties, and the Hegemon's identity, start hidden from the PCs knowledge.

Hegemons's NPCs -

Locale 1. "The Szlarakov Brothers and 'Dama' Byitya remember the old days and their ancestor's terrible oaths of fealty to my lineage. They'll serve, 'gladly' is irrelevant..."

Locale 2. "The Groanwood Tree and the Zborshchya's Homestead still retain their eldritch energies... and their buried shameful secrets scrubbed from history."

Locale 3. "He still wanders Her Bog, you know. He'll do anything to reunite, anything to breathe life back into their love. The wisp is delightfully malicious and naive like that."

Hegemon's Strategic Agenda -

Ideally PCs become disinterested in this frozen, stagnant backwater and move away. This can happen mid-Duel, PCs 'scooping' and leaving this region to its Hegemon. She often stays quiet, building up her Hand, hoping the PCs get bored and move on.

Nosier PCs will explore the Locales, opening Locale Cards, which then her agents will smuggle into her Hand afterwards. Next she will start casting at L2 and L3 (replacing Random Encounters at their Card Rarity) before harassing L1. The L1 living servants or Scathe Zombies (if cast and in play) are great for sacrificing to the Kjeldoran Dead, and it starts the regional terror campaign. Will-o'-the-Wisp is a useful agent to guide the zombies or skeletons between Locales, especially to crush any competing PCs Reputation. A Swamp or two will be left untapped for Regeneration, as needed.

Use money to hire commoners as spies & messengers to find the PCs' Allies "Life," with usually Moderate to Hard success.

Raise Dead is great for returning Scathe Zombies, yet expensive for Kjeldoran Dead.

Soul Burn can destroy exposed PCs' "Life," then gain "Life." This could mean 'flipped assets'. Or it could mean a PCs' Ally's sorcerous destruction followed by an NPC-witness allying to Hegemon soon after out of fear. And Soul Burn can target a PC for direct dmg!

Gaze of Pain, restricted to its Locale, means PCs ignoring said Locale battle for their Allies exposes the PCs themselves to sorcerous destruction... More direct dmg!




:o OK, that's all I currently have in my leaky head! Sorry I did not structure it in purple prose, "failed author" format :p , but I did want this to be immediately usable.

:) When I finish the rest of the NPCs I would like to put all of them in a multiple-card page format, where they can be printed and cut out into a quick reference deck. Then whenever people want they can randomly select different NPCs for both Hegemon and PCs before the Campaign's Start, Similarly they can shuffle and draw different MtG cards from any thematic Ice Age black deck, for new Card Resources to change the Hegemon's Strategic Agenda.

This way the Region & its content becomes re-playable with minimal preparation. Grab a relevant MtG deck, shuffle, draw. Select (or Roll Random) NPCs to seed Hegemon & PCs Reputation "Life." Add a new Hegemon, their Story, and boom! different campaign.  :)
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: mAcular Chaotic on October 06, 2019, 11:14:08 PM
Can you explain what the Hegemon is? I assume it's the antagonist in the region?

And what relation did the card have to the locale? For instance, one is Scathe Zombies, but I see no zombies involved there, it seems more like a small town. How did you get from A to B?
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: insubordinate polyhedral on October 07, 2019, 11:06:40 AM
Sweet! When's the playtest? :D

Quote from: Opaopajr;1107947Hegemon vs. PCs have a Reputation "Life Total" represented by NPC assets, unknown to each other. Hegemons start aware of their NPC assets, yet PCs start unaware, for they get to choose differently in spite of their potential NPC Allies favorable reactions to them. (Just try to positively introduce another NPC for the PCs later in play.)

Maybe I just missed something in the previous thread, but I can't figure out what you mean by this. Is it that Hegemons know how many NPCs they have? Or that Hegemons know PCs' assets? What are the PCs unaware of?

Cheers :D
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: Opaopajr on October 07, 2019, 12:27:51 PM
Thanks everyone for giving a look at my mess! :D

Quote from: mAcular Chaotic;1107974Can you explain what the Hegemon is? I assume it's the antagonist in the region?

And what relation did the card have to the locale? For instance, one is Scathe Zombies, but I see no zombies involved there, it seems more like a small town. How did you get from A to B?


Of course! A Hegemon is a Holder of Power of a Region. (This is an abstraction, and can be layered, akin to Birthright.) Examples are a Count of a County, Duke of a Duchy, King of a Kingdom, Merchant Guild of a Trade Network, Smaug of Lonely Mountain, the Lake, & Lake Town, Thieves' Guild of Half a Metropolis & Smuggling Nodes...

These are the Powerful People (singular or plural) who exert their version of Stability upon a Region (a collection of Locales). They hate for their Authority being challenged. Adventurers eventually make waves. Conflict is inevitable unless the Adventurers move on, or become a captured (loyal?) asset.

As for the Locale Cards, they are like Cards in a Deck -- in potential. They are opportunities the Locale provides. But they then have to be drawn into the Hegemon's Hand before being castable. The opportunity here is this creates abstracted relationships which can be re-interperated into Gaming Fodder! :)

So the Scathe Zombies can easily be explained as: Collection of Travelers' Corpses at the Depot, likely in cold storage (waiting for the next Spring thaw?).

Whether that is a Secret or a known fact is up to the GM! Whether they were natural deaths, deaths from drunks wandering into the cold or lethally fighting each other, or even a serial killer!, is again up to the GM. ;) It is just an abstracted opportunity to be built upon later.

And similarly is the NPC Asset transfering it to the Hegemon's Hand! Is there a smuggling operation of these corpses? Is there an order to transfer the excess as a shipment to a bigger city's common gravesite? That's another slice of abstraced activity creating in-game activity.

You are the GM. You are tired and tapped into random card drawing to inspire content. This Locale offers Scathe Zombies. Can you imagine any correlations that can explain that in setting? Of course you can! It's like a writing prompt vs. a blank page. :)


Quote from: insubordinate polyhedral;1108015Sweet! When's the playtest? :D

Maybe I just missed something in the previous thread, but I can't figure out what you mean by this. Is it that Hegemons know how many NPCs they have? Or that Hegemons know PCs' assets? What are the PCs unaware of?

Cheers :D

Playtest is whenever anyone wants! :D That said, I am still working on the extra NPCs, and dreaming up a Rumor Table. So GMs can flesh out the rest, or use what NPC ideas I dream up later. As is, it is immediately playable, especially if you're good at improv. ;)

As for that, sorry, I should have been clearer:
* Hegemon's Start Knowing Their Own "Life" NPCs.
* PCs Do Not Start Knowing Their Own "Life" NPCs (because player choice is paramount).
* PCs, once Allying with a "Life" NPC, Holds Discretion About Their Allegiance (blab to every NPC about your new friends and favorite places & things, at your own risk!).
* Both Hegemons and PCs are ignorant of the Other's "Life" NPCs.

Is that clearer? :)
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: mAcular Chaotic on October 07, 2019, 01:36:53 PM
That helps!

What do you mean by "life" NPCs? Like you have 20 life points representing total resources, and can allocate them into various assets? What does that life do though?
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: Opaopajr on October 07, 2019, 03:23:09 PM
Quote from: mAcular Chaotic;1108040That helps!

What do you mean by "life" NPCs? Like you have 20 life points representing total resources, and can allocate them into various assets? What does that life do though?

Glad I could help. :)

"Life" NPCs are shorthand for the abstracted Reputation Duel's Assets each side of the Duel has.

A Hegemon has invested into this Region, as represented by its Assets, its "Life." These can be a person, place, or thing (as seen sub-divided in the "Locale's NPCs" section). The Hegemon has already been introduced and received fealty, and likely imparted auto-pilot Agenda instructions (such as be discreet, do X when Y opportunity arises, etc.).

PCs similarly have such prepared Assets, such "Life," but it is in potential for Players are free to refuse. (If they do so, offer another NPC with which to bond in the future.)

For example, perhaps the Players hear of the Orc Band in Locale 3 -- and they feel like killing them, killing them all! :mad: Go ahead, don't stop them from bee-lining to Locale 3! The Orc Band will still likely React Friendly at first, hoping to gain an Ally for their own ends. (The Orc Band above has its own Agenda, so any friend who may help them retake their Mountain Home will be welcome.) After attacked though, the Orcs will either be dead or newly Unaligned -- it is the players' choices that matter, not the setup! ;)

These "Life Points" are abstractions seeded into a Region to show the power stakes. This example is a "5 Life vs. 5 Life," with the PCs trying to discover & choose their "Lives" while adventuring. If they don't care and move on, well all the GM effort 'wasted' is on a shuffled MtG deck and a shuffled NPC deck!

Such "Life" Assets also double as Sacrifice-able for Card payment (such as MtG "Sac a creature, Sac a Land, Sac an Artifact, Pay a Life" etc.), but this is mostly a Behind-the-GM-Screen abstraction. PCs should not worry about this -- this is a bookkeeping metagame to make GMs' lives easier. :)
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: nope on October 07, 2019, 03:43:03 PM
Interesting. It reminds me a bit of how Kevin Crawford approaches Domains (and their qualities) and Domain Management in "An Echo Resounding."
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: Opaopajr on October 07, 2019, 07:22:26 PM
Quote from: Antiquation!;1108060Interesting. It reminds me a bit of how Kevin Crawford approaches Domains (and their qualities) and Domain Management in "An Echo Resounding."

Huh, I got SWN from Crawford, but I never saw "An Echo Resounding." :) Kevin has great ideas in SWN on how to sandbox and keep factions well organized, but I don't remember them being similar. If it's anyway reminiscent of his talent I take your comment as a deep compliment! :D Thank you!
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: nope on October 08, 2019, 12:52:00 PM
Quote from: Opaopajr;1108118Huh, I got SWN from Crawford, but I never saw "An Echo Resounding." :) Kevin has great ideas in SWN on how to sandbox and keep factions well organized, but I don't remember them being similar. If it's anyway reminiscent of his talent I take your comment as a deep compliment! :D Thank you!

Yeah, I like it! "An Echo Resounding" takes a different approach from his usual sandbox tools, while you can use them independently they are designed to be used together with the 'regular' tools from SWN and etc. There are some nifty and easy-to-use mass combat rules in there as well.
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: mAcular Chaotic on October 08, 2019, 01:51:56 PM
Quote from: Opaopajr;1108057Glad I could help. :)

"Life" NPCs are shorthand for the abstracted Reputation Duel's Assets each side of the Duel has.

A Hegemon has invested into this Region, as represented by its Assets, its "Life." These can be a person, place, or thing (as seen sub-divided in the "Locale's NPCs" section). The Hegemon has already been introduced and received fealty, and likely imparted auto-pilot Agenda instructions (such as be discreet, do X when Y opportunity arises, etc.).

PCs similarly have such prepared Assets, such "Life," but it is in potential for Players are free to refuse. (If they do so, offer another NPC with which to bond in the future.)

For example, perhaps the Players hear of the Orc Band in Locale 3 -- and they feel like killing them, killing them all! :mad: Go ahead, don't stop them from bee-lining to Locale 3! The Orc Band will still likely React Friendly at first, hoping to gain an Ally for their own ends. (The Orc Band above has its own Agenda, so any friend who may help them retake their Mountain Home will be welcome.) After attacked though, the Orcs will either be dead or newly Unaligned -- it is the players' choices that matter, not the setup! ;)

These "Life Points" are abstractions seeded into a Region to show the power stakes. This example is a "5 Life vs. 5 Life," with the PCs trying to discover & choose their "Lives" while adventuring. If they don't care and move on, well all the GM effort 'wasted' is on a shuffled MtG deck and a shuffled NPC deck!

Such "Life" Assets also double as Sacrifice-able for Card payment (such as MtG "Sac a creature, Sac a Land, Sac an Artifact, Pay a Life" etc.), but this is mostly a Behind-the-GM-Screen abstraction. PCs should not worry about this -- this is a bookkeeping metagame to make GMs' lives easier. :)

I can half follow you on this but I'm still unclear on some parts. Could you write out like, an example of play starting from the beginning?

Like, ok, let's say you have a region. You have a hegemon. Do you draw from a deck of cards? Then those are locales? How do you distribute life? Is there a certain number you're supposed to put, or can you just start with however many in whatever? Does the amount of life mean something if you have more in an area? Like, 5 life in an area -- does this mean you have to defeat the hegemon's influence there 5 times to take it over?

Basically there's a lot of jargon currently but the relationships they have to each other is unclear. The idea itself is sound.
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: Opaopajr on October 08, 2019, 06:46:09 PM
Quote from: mAcular Chaotic;1108318I can half follow you on this but I'm still unclear on some parts. Could you write out like, an example of play starting from the beginning?

Like, ok, let's say you have a region. You have a hegemon. Do you draw from a deck of cards? Then those are locales? How do you distribute life? Is there a certain number you're supposed to put, or can you just start with however many in whatever? Does the amount of life mean something if you have more in an area? Like, 5 life in an area -- does this mean you have to defeat the hegemon's influence there 5 times to take it over?

Basically there's a lot of jargon currently but the relationships they have to each other is unclear. The idea itself is sound.

Sure! :)

First you take a Region and determine how many Locales you want are within said Region. The more Locales, the greater number of NPCs, the more cards available to the Hegemon, and an increase for overall potential complexity. Locales are an amorphous, abstracted value, containing smaller nouns within, such as persons, places, and things. Locales can range from a city district, or section of a massive dungeon, to several tens or hundreds of square miles (or more).

Once you decide how many Locales in your Region, you are deciding your complexity as well. Then is when you shuffle and draw MtG cards from a coherently relevant deck (or curation of MtG cards). A tropical island Region makes no sense using an Ice Age B&W deck running Snow-Covered Plains & Swamps. Use common sense coherency.

Drawn cards fill values from smallest Locale value on up (fill Locale 1 before moving onto Locale 2, etc.). Land drawn represents each Locale's terrain. Non-Land Cards drawn (Creature, Sorcery, Enchant, Instant (Interrupt), & Artifact) fill Locales up to their numeric value: Loc. 1 receives first Non-Land Card, Loc. 2 receives next two Non-Land Cards, and so on. As you draw cards you place Land and Non-Land in their subsequent slots until every Locale is filled in both Land and Non-Land slots; if you fill one category before the other you just keep continuing the process -- and stop counting excess of a finished slot category.

e.g. Loc. 9 is your last Locale, and will have the 9th Land drawn as terrain, and the last Nine Non-Land Cards attached (cards #37~#45). You end up with a cluster of drawn Land and end up finishing Land slots before the Non-Land slots. You keep going, completing the process, ignoring any excess Lands from here on.

"Life" totals counts for an entire Region. Starting "Life" totals for the Duel are completely arbitrary... but more Locales mean a far larger Region, more NPCs, more cards, and way more strategy... since it can handle higher "Life" it would be nice to take advantage of the opportunity. ;) The basic version is a minimum of one "Life" per Locale, but you may adjust more or less "Life" to your campaign's needs, naturally.

(I started the example with more "Life" than Locales, and upon examination felt for a fairer start of larger "Life" than Locales "Life" needed to be distributed with a minimum of one among each Locale. This avoids clumping where certain Locales are blocked out and become 100% hostile death traps.)

Hegemons also start with any value of Lands beforehand as you wish, representing Domain not associated with said Region, but still bringing resources to bear. Similarly they start with any $ and or entourage you wish.

(For simplicity and rapid playtesting I chose a smaller contest: only three Locales, only 5 Life each, and only 1 starting Swamp, 10 PP, and entourage of guards for Hegemon.)

"Life" can be seeded into selected NPCs directly, or by randomization. Few restrictions are already mentioned in that section in this very topic. i.e. One "Life" per Locale when there is more "Life" than Locales.

Defeating another's "Life" in this Duel means their control is broken and they need to abandon the Region and regroup. It is a conceptual way to manage the Region's relationship to the powerful actors in the area.

Does that help? :)
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: Opaopajr on October 09, 2019, 07:36:28 PM
MOAR Region Content! :cool: (finishing up the Unaligned NPCs.)

Locale 2 NPCs
[/B][/U]



persons

Name: Aabi Nomads, Qashi's Caravan
Descript: Moose-drawn, tin-bottomed, canoe-sleighs. 'Hammock' tents. "Off-road."
Job: Quiet survival on tribal lands annexed by Krovikya
(routine) Capitol Way roadside peddling (2x wk.) Relocates hidden camp (2x mo.)
Secrets: "Move silently, let Marit Lage sleep."
Quests:

Name: The Zborshchya Family
Descript: Gaunt and dour. Various deformities. Anxious to return home within 3 days.
Job: … to wither and fail.
(routine) Watch homestead dilapidate, bare minimum sustenance (daily). Visits depot for trade & news (1x wk.). Visits Ruined Manor to spit and curse at (irregular).
Secrets: Warlock ancestor 'blessed' own descendants to remain and inbreed.
Quests:

Name: Old, Lonely Yaphek
Descript: unassuming, wiry old man. salt & pepper hair & beard. stares.
Job: hermitage atoning for an assassin's past life. struggles with being humane.
(routine) maintain goats & garden (daily). gather firewood, herbs, & fungi (4x wk).
Region's last resort apothecary (by appt., large favors, or found dying alone).
Secrets: his past profession. his apothecary's lethality.
Quests:



places

Name: Drift of the Dead
Descript: Frozen wave of iced-up animal and vegetal corpses, dripping icicles.
Job: Landmark and windbreak. Notoriously lethal windbreak if used too long.
(routine)
Secrets: It moves, slowly, yet especially during warm winds.
Quests:

Name: Mottled-Stone Cairn
Descript: stone pile against an upright, oblong, jasper boulder in black, red, & white.
Job: Landmark and Emergency Winter Cache
(routine)
Secrets: Maddening complex 'mana flux' barometer of the greater Regions.
Quests:



things

Name: "Spring's Breath," abandoned racing sleigh
Descript: Scarlet sleigh decorated in colorful arabesques
Job: famed sleigh that 'makes itself available' to those in mortal danger.
(routine)
Secrets: motif's grotesques psychically whisper pleas of those needing rescue.
Quests:

Name: Smuggler's Run
Descript: Thunderous evening wagon chases, with decoys & hidden turnouts.
Job: Black market booze. Egress offending dignitaries out of trouble.
(routine) Outrun Sheriff Posse (2x wk.). Outrun Capitol Posse (2x mo.).
Secrets: white marketers avoid this route.
Quests:
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: Opaopajr on October 15, 2019, 10:29:27 PM
MOAR Region content!

Locale 1 NPCs
[/B][/U]



persons

Name: Jorjo Valjasky
Descript: Drowsy bear of a man. Polite yet few words, staff obey his looks & grunts. Signs of a large family, yet unseen or mentioned.
Job: Inn Owner
(routine) Manage staff, central hearth, house stew (excellent!), and common room cots (daily). Stock emergency supplies (during lulls). Afternoon roadside shrine vigil (1x wk.).
Secrets: Has a serious enemy.
Quests:

Name: Elmo Toom
Descript: Tall, moon-faced teen. Forgetful, yet brave & tidy.
Job: Stablehand
(routine) Care for horses & stables (daily). Laborer & guard for delivery jobs (by appt.).
Secrets: Crush on an unknown Baron's "commuting debutante" daughter.
Quests:

Name: Anatoliy Burchenko
Descript: Forgiving, political realist easing into senility. Aging addled advisor.
Job: Bard
(routine) Gregarious inquirer & idle musician (daily). Performs (crowded nights).
Secrets: Not going senile; quietly hiding from political fallout.
Quests:



places

Name: "Life's Edge" Beacon Tower, ('Capitol Way Crossing' Krovikan Border Beacon)
Descript: Three-story, rough-hewn, wooden tower. Large brazier for beacon fire.
Job: Landmark and Signal
(routine) Quarter light (nightly). Half light (for VIPs). Full light (emergencies).
Secrets: Cache of colored-flame powder for royal emergencies.
Quests:

Name: "Warmed Bones" Carriage Inn
Descript: Tiny interior rooms nestling the lobby's great hearth, like chicks to a hen.
Job: Shelter, Food & Drink, Community Gathering Place
(routine) Host travelers (daily). Entertainment (1x wk.). Courthouse (by appt.).
Secrets: Surprisingly large cold storage, several hidden rooms. Big crawl space.
Quests:

Name: Szlarakov Bros. Wainwright
Descript: Warehouse - foundry, 3x smithy stations, walls of tools, & stored vehicles.
Job: Fix vehicles, wagons and sleighs mostly. Everyday goods smithy.
(routine) Make charcoal, pipe its flammable vapor for everyday smithy work (daily). Repair Traveler's vehicle, or Livery's fleet (as needed).
Secrets:  
Quests:

Name: 'Capitol & Old Fen' Livery
Descript: Stables parallel flophouses. Vehicle warehouse & lobby at alley's front.
Job: Mounts and servants care for a fee. Vehicle rentals. Deliveries.
(routine) Maintain stable & flophouse guests (daily). "Mail" (2x mo.).
Secrets: Is a nearby hideout for flaking duelists from the Capitol.
Quests:

Name: "Mama's Cottage" Supply Depot
Descript: Cozy, "rotating souvenirs"-filled home; old barn full of corded woodpiles.
Job: Trading Post, Pawn Shop.
(routine) Old barn buys local firewood, sells Beacon's imported dried goods (daily). Displays 'treasured souvenirs" (daily). 'Evening tea' pawn chat (by appt.).
Secrets: Stolen goods cached well amid the property.
Quests:



things

Name: Secondhand Farmer's Market
Descript: Last quality foodstuffs market - souring offal, rotting vegetables...
Job: Food market dumping ground, "Life's Edge" cash influx from repairs & services.
(routine) Food market, mostly for farmers trading future market advice (2x wk.)
Secrets: Distant rumors hotspot.
Quests:
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: Opaopajr on November 16, 2019, 02:40:12 AM
MOAR (and last) Region content! :)



Locale 3 NPCs
[/U][/B]



persons

Name: Jackpine Penitents, Druid Circle
Descript: Sloven eccentrics, seem woefully unprepared for survival?
Job: Heal these swamps from Capitol Way flood-water disruption.
(routine) Connect wet ponds to dry (summer), Make inconveniently large mulch piles (autumn), Entice herds to die here with mulch piles' warmth & wind breaks (winter).
Secrets: Occasional 'animal' Burnt Offering to Tevesh Szat to 'keep the balance'.
Quests:

Name: 'Lena, with her frozen tears', Bog Wraith
Descript: Despondent, middle-aged brunette with a white forelock, in grey robes.
Job: The approachable aspect of the bog wraith known as Lena.
(routine) "Looking for her babies" behind trees (rare, dawn & dusk), Guides the lost to large mulch piles for their survival (during whiteouts).
Secrets: Regional lore for over a millennia… for a price.
Quests:



places

Name: "Ashen Vigil," the Zborshchya Ruined Manor
Descript: Dilapidated complex rimed in ice, both inside and out. Covered walkways connect the clustered two-story Manor, Livery, Chapel, & Garrison. Oddly well-stocked.
Job: Lure; false sense of security; foster a desperate dependency.
(routine) Teleports visitors' useful supplies to random places in the complex, one at a time, starting with critical survival items first (tries at each visitor, during each hour).
Secrets: Arrested decay, will repair or replace any damage or loss to the complex by each new moon.
Quests:

Name: "Szat's Own Nesting Doll," 'Lost' Warlock's Tomb
Descript: Massive mulch mound buries a broad mausoleum complex. The dressed stone halls are steamy warm, low in oxygen, and has pockets of methane.
Job: … incubate an old, evil pact.
(routine) Astronomical ritual may open a deadly planar portal (secret; every 4 years).
Secrets: Known to most of Loc 2 & 3. Deliberately not spoken about from fear…
Quests:

Name: "Wandering Moss," Druid Camp (mobile)
Descript: Traveling dump of hoarded garbage, half-hung hammocks, and foul-smelling campfires. Bloated carcasses as 'fermentation barrels' hung from trees.
Job: A place for odds and ends to churn as they 'over-ripen' into new uses.
(routine)
Secrets: Several ingredients for rarer made goods come from this mess.
Quests:

Name: "Gathering Grievance," Orc Camp (mobile)
Descript: Worn mountain goat hide tents up in the gnarled trees (for storage and the weak), campfire circles surrounded by patchwork-clothing-upholstered logs.
Job: Traveling refugee home for the "Frost-Bitten Femurs" band
(routine) Hide tents remind of the home they lost, a "dressed" log represents an ancestral enemy that must be killed to avenge their exile (a new log each year).
Secrets: Their "dressed" logs enemy effigies make quite cozy seats and pillows.
Quests:



things

Name: Hag's Icy Heart
Descript: Ancient, weathered, wooden lump, engraved with initials inside a heart.
Job: Fuels the raging, humid, howling gales that torture this frosted bog… so they say.
(routine) Get found by the ill-fated, to either help this bog, or get hurt trying (DM's choice), Freezing cold when Hoary Hag's Bog whiteouts will happen soon (random).
Secrets: Indestructible. An initial was damaged, on purpose, by something long ago.
Quests:

Name: Wraith's Diadem
Descript: Asymmetrical, silvered, crossed stylized-antlers, whose tips end in bezeled jet. Antlers seem to be one male (6 pts) and one female (2 pts). Unsettling allure…
Job: Lets region's undead pause and parley telepathically, for a minute. Be a key.
(routine) Get found by lost fools or weeping mourners, to lead them home or 'home' (near such type). Stay lost from power seekers (near such threat).
Secrets: Almost resembles a known constellation, except too many points.
Quests:
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: Opaopajr on November 16, 2019, 02:57:34 AM
Now I need to format this into something .pdf presentable. Sorta make it like a free adventure like Dragonsfoot, except for TheRPGSite. :) I am thinking some way to structure NPCs onto printable index-like cards on a typical 8.5x11 sheet. I am thinking MtG-sized cards with the words done in Landscape format. That way people can print, cut out, and use the NPCs straight away, to slip them into sleeved cards for storage or shuffling as needed.

I do not intend to profit from this 'Duel' structure, or sample adventure. But I do worry about WotC getting all pouty about their MtG Ice Age names being used at all, even if it is repurposing MtG cards as an RPG tool and world building resource. Any legal issue avoidance advice would be appreciated. As would usability and aesthetic opinions on my made NPCs, such like bryce0lynch does for adventure reviews.

Does this tiny scope region breathe creatively? Is there a sense of foreboding or malice? How does it dance upon the line of evocative viewpoint vs. open to table customization? Is it comprehensible and easy to use for a sandbox?

:) Thanks!
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: nope on November 18, 2019, 12:46:18 PM
These are really great, extremely evocative! Hag's Icy Heart is awesome. I like the high-utility format of information, too, I might steal that for detailing my own regions. :) Thanks! I really do hope you put this into a PDF at some point.
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: Opaopajr on November 18, 2019, 07:31:33 PM
Thanks for the feedback! :) I hope it is useful to you and others. I now am tinkering woth Word/Pages to see if I can get it on a typical MtG size, Landscaped, in at least 10 pt. font (because of my aging eyes :o).

One of the latest "readings" I did for this as a 5 life v. 5 life contest is interesting, as it is nigh-total "Howl from Beyond" aggression. Three of the 6 cards drawn is HfB, with a Soul Burn (like Drain Life), Ashen Ghoul (Nether Shadow with Haste), and a Brine Shaman. A lot of sudden "Life NPCs" roaring into attack against the PCs or their allies. I am thinking of a Wendigo Spirit Hegemon; high-aggro TPK lethality, surprise possessions, recurring cannibalism...

Anyhoo, if people wanna try conversion of their favorite MtG deck into something similar, drop its Deck List here and we'll try to hammer out a new example! :)
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: Opaopajr on November 19, 2019, 05:29:18 AM
OK, how is this? Each are 3.47 in. x 2.47 in. which is close to MtG cards size and fits penny sleeves (and should fit better sleeves like MtG-sized Dragon Shield). This allows for eight NPC blocks on a typical 8.5"x11" paper. The font size is either 11 pt. or 12 pt. font size, dependent on text amount.

Any formatting recommendations? How is ease of reading? Should I go down to 10 pt. font so as to leave GM writing space? Should I keep or omit the [person, place, or thing] clarifier at the end of the Name field? Other thoughts?

After enough advice I will later make a full "NPC Cards" .pdf attachment, organized by Locale>Person>Place>Thing. Then I want to produce various Hegemons, their Drawn Card Spreads, Starting Life Lands and Assets, and Strategic Agenda. Next a specific example of a Hegemon's "Life NPCs," their relationship, and adventure hooks. Finally perhaps a serial adventure for one Hegemon, so it's Pick Up n Play.

[ATTACH=CONFIG]3987[/ATTACH]
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: nope on November 19, 2019, 10:17:26 AM
Hmm, just eyeballing them without having physical representation, I think these look good. It would be nice to have some writing space, but I suppose the backs could be used for that? Although it might be "information breach" territory if the players can see notes on the back of what's drawn. Not sure about the legibility of smaller font but some form of note taking space (even just a line or two) would be nice for practical use. Based on my hazy memory of my Magic card collection, this text seems like it's larger than for example the card mechanics and flavor text? So it might work with smaller font... old eyes aside. :)

Would it be possible to format the person/place/thing tag in the top rightmost corner, inline with the locale name? It's definitely useful IMO to have on the cards but it's slightly too buried currently to easily/quickly refer to at a glance. You might consider italicizing the "routine/nightly/x per week" as well to break up the text more.
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: Opaopajr on November 19, 2019, 04:39:49 PM
Thanks for the feedback! Yeah, I was torn on where to put that Noun Clarifier. Somewhere up at a corner seems better, even if it is the wrong field line. What if I put it as the first word after "Name:"? Hmmm. Let me try a 10 pt. font version (it might give enough GM note space), put the italicised noun clarifier at the start of "Name" line, and rework the routines with time period italics first, too.

As for card backs... most CCGers tend to have card sleeves and are used to slipping paper proxies into 'sleeved commons'. It aids in shuffling otherwise flimsy paper. :) But yes, that would be a concern for those who are using them on cardstock. :( However at that point this project gets more complicated. I think I can get away with recommended best practices, or expect GM & Player discretion? :confused:
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: nope on November 19, 2019, 05:03:31 PM
Quote from: Opaopajr;1114329Thanks for the feedback! Yeah, I was torn on where to put that Noun Clarifier. Somewhere up at a corner seems better, even if it is the wrong field line. What if I put it as the first word after "Name:"? Hmmm. Let me try a 10 pt. font version (it might give enough GM note space), put the italicised noun clarifier at the start of "Name" line, and rework the routines with time period italics first, too.
Yeah, that sounds like it would make it more visible. :) Maybe in parentheses?

Quote from: Opaopajr;1114329As for card backs... most CCGers tend to have card sleeves and are used to slipping paper proxies into 'sleeved commons'. It aids in shuffling otherwise flimsy paper. :) But yes, that would be a concern for those who are using them on cardstock. :( However at that point this project gets more complicated. I think I can get away with recommended best practices, or expect GM & Player discretion? :confused:

Ah, good point! I didn't think of card sleeves.
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: Opaopajr on November 24, 2019, 09:38:22 AM
OK, all done with the .pdf of NPCs. I also filed off any reference to MtG cards, just in case. ;) Also there are several blanks with the format structure for future DIYers.

[ATTACH=CONFIG]4001[/ATTACH]

Now people can print these sheets, cut them out into cards, and slip them into sleeved commons (as you would proxies). This way you can keep the NPCs in piles ordered by Locale>People>Place>Thing. Or you can shuffle the NPCs for random selection or adventure generation.

The cards' dimensions are just under 2.5 in. x 3.5 in, which is MtG size, and should fit into most sleeves. They are Landscape at 10 pt. for more words and easier reading. There is some space for notes, and the whole back if you print one-sided copies.

With this done, now I can work on starting mini-adventures under a Hegemon's Aegis. My first pile of tiny adventures will relate to the Hegemon already mentioned here. I do not anticipate providing any floor plans -- however some new treasure might be fun. It will mostly be Starting Situations, several "And Then!" events (not all related), and a final "Ta-dah!" event for the mini-adventures. Certain PC interference (on some unrelated events?) will start the Hegemon's reaction to prepare for a reputation war, starting a parallel series of events explained in the Hegemon's Strategy section.

Hopefully the structure is loose enough for GMs to create new content. I will try to random shuffle and draw to create these mini-adventures (little single conflict tidbits). Feel free to let me know what you think!
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: nope on November 26, 2019, 12:10:36 PM
Very nice, thank you for uploading these! Would it be possible to get a full page of blank templates to themselves, so one could print out several pages to write their own additions?
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: Opaopajr on November 27, 2019, 07:29:55 AM
Sure thing! There is little decoration or flash in my formatting, I hope no one minds that. I do it for my aging eyes and simplicity.

Here is a field-blank .pdf format of said NPC card structure.

[ATTACH=CONFIG]4002[/ATTACH]

And since we are talking about NPCs as note taking, I recall making "Carlotta Duriel" as a fast way to scribble up an NPC on an index card. The format is not much different, except it adds for physical Description, Personality, Goals, etc. on one side... and News, Rumors, Quests, etc. on its reverse. I made a two page .pdf here of that example NPC format: page one is the NPC example, and page two is the field-blank version.

(The dimensions presume a 5x7 in. index card, so almost half a typical 8.5x11 in. plain printer paper. I moved the lined text boxes to the paper's edge on both for less cutting -- or if people just want to reverse fold the paper in half and glue it shut.)

[ATTACH=CONFIG]4003[/ATTACH]
Spoiler
[ATTACH=CONFIG]4004[/ATTACH]

Hope that helps GMs out there! :)
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: nope on November 27, 2019, 10:54:23 AM
Fantastic, thanks for sharing Opaopajr! :)
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: Opaopajr on November 28, 2019, 09:34:23 AM
OK, Mini-Adventure A has been completed! AND it is scrubbed of MtG IP -- so it can be nice and generic to provide an example of this procedural content generation! :)

It's a basic Rescue quest intended for Beginner PCs. It only touches upon two mandatory NPCs (both places) and a third event site connecting these two in mystery. Everything else is open investigation and NPC attitudes, so sandbox-compliant galore.

Here is the pdf. It is four pages. It does break with typical adventures, with no maps or floor plans, abstracted instead into Locales.
[ATTACH=CONFIG]4006[/ATTACH]

Hope some find it useful and fun! :)

edit: Mini-Adventure A brought to you by the song "Belief" by The Danse Society on repeat. ;)
Title: MtG for RPGs: Regional Hegemon v. PCs 'Duel', & sample Adventure
Post by: Opaopajr on December 06, 2019, 09:14:31 AM
OK, Mini-Adv B is done! :) It is a one-locale meet & greet adventure. It is about social & explore, very easy for beginner PCs, but with heavy lethality for flagrant maladjusted behavior. The rewards are mechanically pittance (no real money or treasure), but solid fictional rewards ('soft rewards') opening the doors for more in the future.

The whole scenario is also designed to be atmospheric background if PCs reject the mini-adventure (which does keep its utility for higher level PCs, as does its fiction-based 'soft rewards'). Again, open investigation segments and mostly sandbox compliant.

Here is the .pdf. It is 3 pages, 12 pt font, double spaced sections for easy reading. Again, Ice Age eg. Loc NPCs .pdf will complement this, especially for improvisational at-table use. (Only really need 6 NPC cards, and they are mentioned in the Named NPC section.)

Also, no maps, layouts, etc. Abstracted theater of the mind with punctuating events setting the pace.

[ATTACH]4013[/ATTACH]

Enjoy!

edit: Mini-Adventure B brought to you by the song "Haloes" by Christian Death on repeat. ;)