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The players start the game as villagers in an extremely isolated area called the Village of the Vale.  They will know almost nothing of the big wide world around them.  
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Writing up this game is an exercise in minimalism.  The players start the game as villagers in an extremely isolated area called the Village of the Vale.  They will know almost nothing of the big wide world around them. I will write up very little before the players need it.
 
 
The game system is still being considered but I have a pretty good idea of it. Probably a custom collection of charts and mechanics aimed at being a very small amount of stuff.  Role playing will be rewarded with experience as will hack&slashing.  
 
  
 
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<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">[[File:Player_Map_One.jpg]]</div>
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[[File:Player_Map_One.jpg]]
 
 
==<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'''''What you know'''''</div>==
 
  
'''The Vale''' is a village which has a central area called '''Big Hall''', 4 smaller nearby hamlets, and a collection of 20 or so farmsteads surrounded by a forest.  '''Gingal''', '''Dandan''', '''Kubelo''', and '''Jenkins'''.  Each has 5 to 10 buildings.    There are about 500 people in the Vale and PCs will know every single one of them, young and old.
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<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"><big>'''The Little Game'''</big></div>
  
Hamlets are a market and community center or Long Hall for nearby family farms. They provide locally needed services like surplus storage.  Each Hamlet will have a mill for grinding flour. They will have a blacksmith able to shoe horses, repair and make tools, and tinker pots. 
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'''''What you know:'''''
Each hamlet will have brewing skills for making meads and beers and wines. Hamlet elders oversee much of the "community" activities and do so for a cut of local produce for themselves.
 
  
Each of the hamlets has some specialties:
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'''Vale''' is a village which has 4 hamlets and a collection of 20 or so farmsteads surrounded by a forest.  '''Gingal''', ''''Dandan''', '''Kubelo''', and '''Jenkins'''.  Each has 5 to 10 buildings.    There are about 500 people in the Vale and you know every single one of them, young and old.
  
*'''Gingal''' has a lumber mill for planing boards.  
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Hamlets are a market and community center for nearby family farms. They provide locally needed services like surplus storageEach Hamlet will have a mill for grinding flour. They will have a blacksmith able to shoe horses, repair and make tools, and tinker pots.   
*'''Kubelo''' has a large number of pepper trees and olive trees.  They produce olive oil used locally and with peppercorns, provide one of the profitable exports that benefits the whole vale.
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Each hamlet will have brewing skills for making meads and beers and wines.
*'''Dandan''' has a lot of fruit treesTraded whole the fruits are a staple of local diets.  They also brew various liqueurs for local consumption. They also produce a great deal of jams and jellies and canned fruits'''Dandan''' also has a great many beehives and produces honey and meads..
 
*'''Jenkins''', the largest, has a traveler's Inn and an attached brewery. (The inn is cleverly called the [[Inn at Jenkins]]) The brewery produce a large amount of beer much of which is exported. '''Jenkins''' also has a large structure near the Inn that is used for storage of local produce for export where the elders of Jenkins oversee local provisions for trade and against hardship.
 
  
Farmsteads are miniature hamlets themselves but interact with the various hamletsFor an idea of an active Farmstead think about Faldor's Farm in the Beleriand series.
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'''Gingal''' has a lumber mill for planing boards. '''Kubelo''' has a large number of pepper trees and olive trees. '''Dandan''' has a lot of fruit treesJenkins, the largest has a traveler's Inn and an attached brewery. (The inn is cleverly called the [[Inn at Jenkins]]) 
  
Also part of the Vale economy are several families of hunters who specifically hunt for wild game found abundantly in the forests. Foremost among them are the Grieeg family comprised of nearly 20 members.  The Grieeg family has a farmstead near '''Gingal''' that serves as a curing, smoking and drying place for their meats.  The family, like all the hunters, also trade in bone, antlers and other animal byproducts.  The Grieeg family refuses to hunt rats or spiders though the others will.
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Farmteads are miniature hamlets themselves but interact with the various hamlets. For an idea of a active Farmstead think about Faldor's Farm in the Beleriand series.
  
The '''Vale''' is surrounded by forest on 3 sides with rolling hills and the beginning of a gorge to the south.  To the west is a range of mountains topped by two great mountains; the Tooth directly west and White Spire to the south of the Tooth.  Vale is a wet region with many creeks and streams all flowing to the gorge which flows south.  The fast growing and renewable pine trees are prized for construction.  
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The Vale is surrounded by forest on 3 sides with rolling hills and the beginning of a gorge to the south.  To the west is a range of mountains topped by two great mountains; the Tooth directly west and White Spire to the south of the Tooth.  Vale is a wet regionwithmany creeks and streams all flowing to the gorge which flows south.
  
 
A Village called '''Belwing''' is to the south someplace. Most adults have been there from time to time during their lives.  The Village of '''Blue Rock''' is to the northeast, farther away. Only a few people have been to it in their lives.  The City and castle of '''Arrow''' is near '''Blue Rock''' and the '''Duke of Arrow''' lives there.  The City and Castle of '''Redfoot''' is far to the south and the '''Duke of Redfoot''' lives there.  Only the Village elders have been there and not in the last decade.   
 
A Village called '''Belwing''' is to the south someplace. Most adults have been there from time to time during their lives.  The Village of '''Blue Rock''' is to the northeast, farther away. Only a few people have been to it in their lives.  The City and castle of '''Arrow''' is near '''Blue Rock''' and the '''Duke of Arrow''' lives there.  The City and Castle of '''Redfoot''' is far to the south and the '''Duke of Redfoot''' lives there.  Only the Village elders have been there and not in the last decade.   
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The '''''Inn at Jenkins''''' sometimes has visitors from '''Belwing''' or '''Blue Rock''', rarely from '''Arrow''' or '''Redfoot'''.  It also often serves as a meeting place for the Vale Elders.  
 
The '''''Inn at Jenkins''''' sometimes has visitors from '''Belwing''' or '''Blue Rock''', rarely from '''Arrow''' or '''Redfoot'''.  It also often serves as a meeting place for the Vale Elders.  
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In many ways, the village of Vale, comprised of its hamlets and farmsteads, is a typical social arrangement for all village life across the world.
 
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==<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'''Player Character Origins'''</div>==
 
 
None of the PCs will have left the vale. They will know each other but may only have dealt with them a few times each year.  So PCs may know each other well, or may have heard of each other.  (This is because i may start a couple different groups of players in the same Vale)
 
None of the PCs will have left the vale. They will know each other but may only have dealt with them a few times each year.  So PCs may know each other well, or may have heard of each other.  (This is because i may start a couple different groups of players in the same Vale)
  
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<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'''Game Details'''</div>
  
 
Each player will begin with an extremely rural background.  Farmer, woodsman, miller, innkeeper. Blacksmith.  Hunter.
 
Each player will begin with an extremely rural background.  Farmer, woodsman, miller, innkeeper. Blacksmith.  Hunter.
One PC will be a Blacksmith’s son or apprentice.  One will be an Innkeeper’s son or ward.  The GM's Pc/Npc will be a Bard's Apprentice whose master has died, or may die in an early game.
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One PC will be a Blacksmith’s son or apprentice.  One will be an Innkeeper’s son or ward.  The GM's Pc/Npc will be a Bard's Apprentice whose master has died, and may die in an early game.
 
   
 
   
 
PCs will have been raised in a nature oriented religion with a sufficiently complicated theology they are only barely knowledgeable about.  Consider it like knowing the holidays, marriage, death rituals, and little else. A class of nature priest similar to druids or friars travel among the land performing needed ceremonies. A PC might be an apprentice of such a person but would never have left the Vale.
 
PCs will have been raised in a nature oriented religion with a sufficiently complicated theology they are only barely knowledgeable about.  Consider it like knowing the holidays, marriage, death rituals, and little else. A class of nature priest similar to druids or friars travel among the land performing needed ceremonies. A PC might be an apprentice of such a person but would never have left the Vale.
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==<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'''System and Skills'''</div>==
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''Everything i have written up for this game is on this wiki page, or fits on one side of one page. There is one map, sections of which the PCs will get a bit at a time. The exception is the notes i am getting together for game rules''
'''I am not sure what game system i will use. '''  
 
  
I am really interested in running a 1e White Box game just to honor Gary and his crew. It would take a lot of reading. Though I do have all the white box books and such on Pdf.
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I am not sure what game system i will use.  Probably a mixture Warlock and other things. I will give players a copy of the "Game Book.I have a copy of Warlock as a doc file to clip from.  The rules will be trimmed down to a bare minimum and  
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But it will probably be a mixture of Warlock and other things. I would give players a copy of the "Game Book."  I have a copy of Warlock as a doc file to clip from.  The rules will be trimmed down to a bare minimum and
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Players will start as fighters and use the warlock fighter exp chart and skill chart.  Skills will draw from a collection i will put together including fighter and thief skills.  
 
 
Players would start more or less as fighters and use the warlock fighter exp chart and skill chart.  Skills will draw from a collection i will put together including fighter and thief skills.
 
 
 
Part of me wants to run the d12 game we played at Winchels after midnight.
 
 
 
*Anything over 7 worked kinda.
 
*Anything 6 and under failed kinda.
 
*12 was a critically successful action
 
*2 was a critically terrible failure action.
 
 
 
Those were the days. And 24 hour coffee and donuts.
 
  
 
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Players will start with some general rural skills and a few ones they were specially trained in depending on background.  
 
Players will start with some general rural skills and a few ones they were specially trained in depending on background.  
  
'''Common''': things nearly everyone has: fire starting, basic cooking, animal tending, farming, very basic medical first aid.
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Common: things nearly everyone has: fire starting, basic cooking, animal tending, farming, very basic medical first aid.  
 
 
'''Practiced''': trap setting, farm repair, very basic herb-lore.  
 
  
'''Accomplished''': tracking, hunting, animal rendering. Healing teas. brewing. vinting.
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Practiced: trap setting, farm repair, very basic herb-lore.  
  
'''Expert''': construction. Midwifery.
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Accomplished: tracking, hunting, animal rendering. Healing teas. brewing. vinting.
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==<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'''Magic users and clerics.'''</div>==
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Expert: construction. Midwifery.
True wizards and clerics will be extremely rare to start.  True wizards and clerics rarely are found in humble rural places, but that's just a guideline.  At the beginning of the game no wizard or evoking priest has been to the Vale in the lifetime of the oldest native. Most wizards and clerics will be found in cities.
 
  
Not all priests will be evoking priests.  Certain to be a sore point among them.
 
 
Hedge wizards will be rare but well known and the Vale will have a couple.  These practitioners will be sort of a mixture of herbalists, midwife, alchemist, and charlatan. At best a 3rd level mage making a rural living. Most will have traveled to learn more their trade but may enlist youths to collect local supplies.  They may provide medical help.
 
 
Friars are something akin to a parish priest, druid, and a monk.  Well versed in nature lore, knowledgeable in stories and myths, they perform rituals, marriages, funerals, and blessings. They usually have medical skills.  The game may have  an elderly friar willing to help a PC become a Friar.
 
 
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I will be using the distinctions of magic items, enchanted items, and crafted items
  
==<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'''Magic Items'''</div>==
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Magic items are extremely rare and almost impossible to destroy. Enchanted items have a spell causing the magic and the it maintains its usual strength. IE; a magic spear can be used to lever a large bolder from the ground easily.  An enchanted spear can be broken like a normal spear.
I will be using the distinctions of '''''magic items''''', '''''enchanted items''''', and '''''crafted items'''''.
 
  
Magic items are extremely rare and almost impossible to destroy.  
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Crafted items are made by experts and master craftsmen. Few crafted items will be better then +3.
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A common enchanted item, among the hedge wizards spells to cast will be a variety of Continual spells that create useful but very minor enchanted items such as fire stones, ice stones, chill stones, warming blankets, and the like.
  
Enchanted items have a spell causing the magic and that it maintains its usual strength. They may be easy to dispel.
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There will be less then 1000 magic items on planet. The vast majority of these will be arrows, followed by +1 weapons and shields, then +2 weapons and shields.
  
So a magic spear can be used to lever a large bolder from the ground easily. An enchanted spear can be broken like a normal spear.
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<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'''Magic users and clerics.'''</div>
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True wizards and clerics will be extremely rare to start.  True wizards and clerics rarely are found in humble rural places, but that's just a guideline.  At the beginning of the game no wizard or evoking priest has been to the Vale in the lifetime of the oldest native. Most wizards and clerics will be found in cities.
  
Crafted items are made by experts and master craftsmen. Few crafted items will be better then +3.  
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Not all priests will be evoking priests. Certain to be a sore point among them.  
  
A common enchanted item, among the hedge wizards spells to cast will be a variety of Continual spells that create useful but very minor enchanted items such as fire stones, ice stones, chill stones, warming blankets, and the like.   
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Hedge wizards will be rare but well known and the Vale will have a couple.  These practitioners will be sort of a mixture of herbalists, midwife, alchemist, and charlatan. At best a 3 level mage making a rural living. Most will have traveled to learn more their trade but may enlist youths to collect local suppliesThey may provide medical help.
  
There will be less then 1000 magic items on planet. The vast majority of these will be arrows, followed by +1 weapons and shields, then +2 weapons and shields.  A small collection of powerful items are known to exist but are mostly the property of the Dukes.   
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Friars are something akin to a parish priest, druid, and a monkWell versed in nature lore, knowledgeable in stories and myths, they perform rituals, marriages, funerals, and blessings. The usually have medical skills.
 
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There are legends of magical stones found throughout the land that have a wide variety powers. These legends have the stone appearing in widely different environments and conditions.  These conditions include grown into trees, found in lakes and streams, on mountain tops, and embedded in living creatures. "Troll stones" are these magical stones when they are found in the foreheads of misshapen and dangerous creatures loosely called trolls.  
 
  
There are legends of magical stones that when touched grant magical powers.
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<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'''Knowledge of the world'''</div>
===''Known Magical Items''===
 
*There are known to be 5 Arch-mage staves.
 
*There are known to be 3 Magical harps.
 
*Legend says that the Duke of Flatter has a bright silver blade that glows when lies are told in his presence.
 
*Folklore claims that some type of orcs use magic whips that leave black wounds that are unable to heal.
 
*Its is said that the King's Crown is a coronet of 5 points, each topped by a magical gem.  The King's Crown was lost with the last king.
 
*The Rangers treasure magical bows and often have quivers of magical arrows.
 
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==<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'''Knowledge of the world'''</div>==
 
  
 
At the beginning of the game the PCs will know little beyond the Village of Vale except place names. The Villages of '''Belwing''' and '''Blue Rock''' are well known as are the Cities of '''Arrow''' and '''Redfoot'''.
 
At the beginning of the game the PCs will know little beyond the Village of Vale except place names. The Villages of '''Belwing''' and '''Blue Rock''' are well known as are the Cities of '''Arrow''' and '''Redfoot'''.
  
Beyond that the cities of '''Candle''', '''Buckle''', '''Flatter''' and '''Regal''' are known.  
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Beyond that the cities of '''Candle''', '''Buckle''', '''Flatter''' and '''regal''' are known.  
  
 
Each of these is ruled by a Duke, though Regal is ruled by a Grand Duke.  There is no king currently, and the players will not know why.
 
Each of these is ruled by a Duke, though Regal is ruled by a Grand Duke.  There is no king currently, and the players will not know why.
 
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Just so its written down.  This is a separate marble and will not contain any characters or influences from previous games, characters, or universes except to the degree that the GM repeats himself while trying to remember his craft.
==<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'''Comments on Cosmology and Mechanics'''</div>==
 
*''Just so its written down.  This is a separate marble and will not contain any characters or influences from previous games, characters, or universes except to the degree that the GM repeats himself while trying to remember his craft.''
 
*''Everything I have written up for this game is on this wiki page, or fits on one side of one page. There is one map, sections of which the PCs will get a bit at a time.  The exception is the notes i am getting together for game rules''
 
==<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">[[File:Game map B.jpg]]</div>==
 

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