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Author Topic: Campaigning in Kerren  (Read 1877 times)

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Offline MoonHunter

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Campaigning in Kerren
« on: August 13, 2005, 08:24:02 PM »
Campaigning Notes:

This is a rough collection of notes that I will do something about soon.

Kerren is mostly a pulp game, with larger than life actions. Swords and Planets, like John Carter of Mars held to all the Pulp Tropes. This holds for all the true threats and the tourney threats.

Goto my notes and pull up pulp tropes

Kerren in mostly a "soap opera", so there is a lot of interpersonal relationships stuff going on. The interwarren politics and intrawarren and tourney threats, are all soap oprea-esk.

Goto my notes and pull up soap opera tropes

In some ways, Kerren is mostly a "romantic fantasy". It follows the tropes for that genre.

Goto notes and pull those tropes

It is raw science fiction in the early 70s tradition. Ideas are not as developed as they could be.

So what is it? I is Kerren. Stop hanging on to lables and get over it.

You can have any mix of these and still have a proper Kerren Game.
MoonHunter
Sage, Gamer, Mystic, Wit
"The road less traveled is less traveled for a reason."
"The world needs dreamers to give it a soul."
"And it needs realists to keep it alive."
Authentic Strolenite ®©

Offline MoonHunter

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Campaigning in Kerren
« Reply #1 on: August 13, 2005, 08:46:46 PM »
You see drama is what it is all about. The setting is dramatic. The monsters create a setting of constant physical danger. The real danger and drama in the world comes from the human conflicts. First the personal ones, between people at the ward. Then you will get into larger conflicts.. intra ward, intrawarden, political... you get the idea. However, if the conflict gets stale, you can inject a new source of drama.. star people, dragonoids, aliens from under the sea, a new plague, a plague that strikes only dragons, or any number of disasters. If the game does not have tension, if the gamet does not have the potential for change, if it has no inherent drama, then it become less interesting... potentially boring. We all know what happens to boring campaigns? That is right, They end, either mercifully (by the GM) or players begin to vote with their feet. So every campaign suppliment should always have a section on how to help build and maintain the drama of the campaign setting.



I am creating a listing of adventure/ plot ideas for a Kerren campaign. With some creative application, it becomes a chart. The raw types of plot lines are....

In process...... When properly formatted, it looks like a list with some small indentions, but it becomes a weighted "encounter chart" for scenario ideas. The numbers are two to three sizes smaller.. almost ignorable... The formatting sucks, need to work on this...

This current format is very much a chart. The Chart uses 1d20. The convention is to roll the given number and up to the next number listed. I need to play with these numbers to better represent things (as well as add a few entries).


01 Patrol


01 Outlands

01 Patrol for Storms
10 Patrol for Zhan
18 Patrol for Saurians

06 Wilds

01 Patrol for Storms
09 Patrol for Zhan
16 Patrol for Saurians

13 Settled Lands

01 Patrol for Storms
11 Patrol for Zhan
13 Patrol for Saurians

18 Other Wards regions reroll for type

01 Patrol outlands
10 Patrol wilds
18 Patrol Settled lands

08 Wing Duty

01 Alarm-

01 Zhan Storn
15 Zhani
18 Saurian

07 Defend

01 Outland Village
11 Transport Tower
12 Free Ward
15 Cluster

09 Transport

01 Messages
06 Good
15 People

12 Escorting Traders
14 Wing Practice

01 Duty
11 Tournament
17 Tournament-non flight


13 Cluster Duty

01 Patrol the City- Watch

01 Mischief
06 Maintain the Peace
15 Ryders
18 Crime

06 Investigate-
08 Low Justice
14 Construction
16 Goods

01 Collecting goods for central stores
11 Distrubing goods from central store

18 Guards for High Justice

16 Warren Duty

01 Digging Warren
06 Warren Chore
16 Hunting for wild dragons


18 Complications

01 Events

01 Festival and Tournament- Wing
07 Festival and Tournament- Ward
09 Festival and Tornament- Region
10 Festival
14 Celebration/ Party

06 Natural Disaster
08 Community events

01 Birth
07 Death
10 Illness
12 Hand Fasting

11 Challanges

01 Challange Bet
12 Challange Honor
16 Duel
[list/]01 Duel-honor
09 Duel-justice
13 Duel-romance

12 Community Conflicts

01 Conflict with a Cluster

01 Trade
06 Personal-Leaders
15 Pride

06 Conflict with a village

01 Trade
06 Personal-Leaders
15 Pride

09 Conflict with a free Ward

01 Trade
06 Personal-Leaders
15 Pride

15 Conflict with another Ward

01 Trade
06 Personal-Leaders
15 Pride

16 Personal

01 Romantic Interest
07 Loss of Romantic Interest
xx Gain a friend
xx Lose a friend
18 Gift: needing to get one/
20 Gift: receive

18 Dragon Related

01 Wild Dragons
06 Chirpers
11 Bonding season
15 Hatching of a dragon egg
18 Dragon Death

20 Odd

01 Discovery of OldThing (tech or items from colonists)
14 Supernatural?
18 Mythic
[/list]

Plot Inspiration Summary
Conflict between friends
Conflict between Allies
Conflict between opponenets
Conflict between two other groups
Personal, Economic, Political, Social.

Revenge upon someone because of

Birth in a Warren/ Cluster/ Village
Death in a Warren/ Cluster/ Village
*********************************
**********************************



Plot Inspiration Summary
patrolling for storms
Patrolling for Zhan
Call for Zhan Storm
Patrolling for Saurians
Helping another Ward
Hunting Zhan
Hunting Zhani
Hunting Saurian
Transporting people
Transporting goods
Messanger duty
Patrolling the Cluster/ Guards duty
Investigating a crime
Holding Low Justice
Collecting goods for central stores
Distrubing goods from central store
Watching Central Store
Escorting Trader
Tournament- Wing
Tournament- Ward
Tournament- Region
Practice for Tournament
Challenge-
Romantic Interest
Challenge Honor
Challenge- Bet
Gift: needing to get one/
Loss of Romantic
Gain a friend

Conflict between friends
Conflict between Allies
Conflict between opponenets
Conflict between two other groups
Personal, Economic, Political, Social.

Event: Celebration/ Party
Event: Festival
Event: Festival with tournament
Event: Tournament or Grand Tournament

Conflict with a Cluster
Conflict with a village
Conflict with a free Ward
Conflict with another Ward
Conflict types: Trade, Personal between leaders, Pride (because of crews), or other.

Defend a location from.. Zhani…
Defending a location from Saurians

Discovery of OldThing (tech or items from colonists)
Hunting for wild dragons
Warren Duty, Clean, Dig, etc
Revenge upon someone because of
Duel-honor
Duel-justice
Duel-romance
Birth in a Warren/ Cluster/ Village
Death in a Warren/ Cluster/ Village
Bonding season
Hatching of a dragon egg
MoonHunter
Sage, Gamer, Mystic, Wit
"The road less traveled is less traveled for a reason."
"The world needs dreamers to give it a soul."
"And it needs realists to keep it alive."
Authentic Strolenite ®©

Offline MoonHunter

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Campaigning in Kerren
« Reply #2 on: August 24, 2005, 12:05:05 PM »
When creating a Kerren campaign, there are three considerations...

1) Strength of the Prime Warden
2) Strength of the Warden
3) Relationship to other Wards

For your campaign, you will need to make a decision for each of these points.

1) Prime Warden
In times of a strong prime warden, wardens tend to toe the line. Things are orderly, static, and very traditional. Trade is controlled by the Prime Ward and may Wards end up doing things or trading things that are not always in their best interst.

In times of a weak prime warden, wardens tend to do what ever they want. While the prime warden and his people help keep things somewhat organized, the Wardens control what trade, manufacturing, and the resources of their Ward. They run things in such a way to benefit their ward, even though that might not be in the best interest of everyone. Times of weak prime wardens tend to be chaotic, ad hoc, and innovative.

There may be something in between, with the Prime Warden being weak in some areas, and strong in others. You will need to set up the relationship between each power block and the Prime Warden. Each Power block controls/ made up of a group of Wards, has a certain ideology (progressive, traditional, independent) and promotes a certain person for the next Prime Warden.

You will also need to determine if the Prime Warden is Young, Middle, or Old. If young, power blocks will be either currying favor or trying to discredit the Warden. (If discredited, the Warden will resign and a new one selected). If old, the jockying for position on who will be his replacement will be the primary topic. If the Prime Warden is middle years, then the various power blocks will try to intrigue against each other, trying to discredit or dishonor key members, to promote their own position in the Prime council.


2) Warden:
What will be said for the Warden, will be the same as was said for the Prime Warden, but the scale will be different. The Warden has to deal with each Wing, The Crafters, The Warren folk, HighBloods, and each cluster, in much the same way the Prime Warden has to deal with Each Warden and the Highbloods.

3) Ward relationships.
The history of ward relationships reflects the line of Wardens and the People of each ward. Just like there are rivalries between cities and states, their are rivalries between clusters and wards. These can be based on trade, on tournaments, something else that is prideful (Best Apples?), or some perceived slight (They allegedly did not support the Ward when Zhan came down/ or certain megafauna destroyed a cluster, so bad blood exists).

Note: Warfare is unknown on Kerren. Humans do not kill other humans on a large scale (though duels, near lethal brawls, and murders) do happen.

This is just a quick doodle on the subject, more will be coming.
MoonHunter
Sage, Gamer, Mystic, Wit
"The road less traveled is less traveled for a reason."
"The world needs dreamers to give it a soul."
"And it needs realists to keep it alive."
Authentic Strolenite ®©