Showing posts with label Ryuutamma. Show all posts
Showing posts with label Ryuutamma. Show all posts

Sunday, October 27, 2019

The Song of Thra

This is my third entry for the month of October on the subject of The Dark Crystal. It will be the last for a while.

I have been in an odd funk this month gaming wise and it's been directly effecting my ability to post. I sit down with enthusiasm and ideas in my head, then rapidly the ideas become muddled and I get distracted, which makes it nigh impossible to finish. This post should have been completed a week ago for example. 

Although I definitely have more thoughts on The Dark Crystal film and series, not to mention adventuring on the world of Thra, I also have a lot of other thoughts on a lot of other subjects as well, and they seem to be getting in the way of a clear and concise treatment of this particular project. If I don't give myself a cut off point, I could just ramble on and on and I don't feel that gives my Dark Crystal ideas, or my other ideas, the thorough consideration they deserve.

With that, let's discuss a The Dark Crystal role-playing game...


The Mystic Prophets Warn of Spoilers


End. Begin. All The Same.

Let's start the way one should, IMHO, start any RPG game endeavor, which is with the questions, 'What is this game about?' and 'What do the Player Characters do in this game?'

Campaigns set on the world of The Dark Crystal would, for the most part, be very similar to those on any Fantasy world.

The peoples of Thra explore ruins, fight monstrous beasts, and save each other from dastardly villains of one sort or another just like the heroes of a thousand other settings. The major difference between a traditional Fantasy RPG and a Dark Crystal RPG would be the themes explored and the PC motivations that propel the game forward.

The Dark Crystal is a setting tied to very particular ideas not always associated with Fantasy adventuring. Concepts like protecting and working with the environment and ecology of the land, spiritualism but not religion, and a sense of family, friendship, and community in the face of outside forces attempting to divide the people are very much aspects of stories set on Thra. 

Depending on the era you set your game in, the kind of tales you might tell will differ but overall I'd like to think they would be a bit less shallow then those of a typical Sword & Sorcery or Dungeons & Dragons game. Ruins may be explored but not with the goal of finding wealth and treasure. Great creatures may be slain but reluctantly, as all creatures large and small are part of the Song of Thra. Dastardly villains must be battled and bested for they are stealing from the world itself to benefit only themselves. 

Their Harsh and Twisted Bodies. Their Harsh and Twisted Wills.

The villains of The Dark Crystal, the Skeksis, are more than just murderous monsters, yet they execute evil acts far worse than any mere ogre or wizard. They divided the Gelfling Clans, kept them distrustful of each other, consumed resources and enslaved the less physically powerful in ways that reflect the overindulgence and lack of concern beyond themselves associated with the wealthy aristocracy. The Skeksis embody all the worst traits of classism and colonialism. They are not abstractly evil. They are literally the worst thoughts, feelings, and attitudes given form. 

Dark Signs, Strange Storms, Sand Where There Used to Be Sea.

Thra itself is alive and is in a sense an ever present NPC that constantly and continuously impacts the lives of PCs in a Dark Crystal game. The Song of Thra resonates in the world's rocks and trees, it's flowers and animals, and in every one of it's native peoples. The presence of Skeksis and the darkening of the Crystal of Truth - also known as 'The Heart of Thra' - disrupts the Song and puts the entire planet out of sorts with itself. This leads to blights that kill crops, animals going into vicious rages, and a host of other ills that strike the environment of Thra along with its inhabitants. 

A considerable portion of any Dark Crystal RPG, regardless of era, should deal with how what is happening in the story effects Thra and vice versa. 


Map of the Skarith Region of Thra

Based on the map from the J.M. Lee Young Adult Novels
Modified by Yours Truly.


By Gelfling Hand or Else By None


Regarding Player Characters; I would say that while the role-playing potential of portraying a Skeksis or an urRu is definitely something to consider, there are various reasons why I don't think I'd personally open up these beings for use as PCs. This doesn't mean I don't think you could do it but I will hold off on discussing this approach myself, at least for now.

My default idea would go with Gelflings as Player Characters. The Gelflings are the most common sentient species of Thra and the focus of the original film, the novels, and the Netflix series. In comparison to other Fantasy RPGs, this makes them the 'Humans of Thra', yet they are wonderfully, delightfully not Human.

Gelflings come in a variety of physical and cultural variations, possess a number of special abilities, unique gifts and mystical talents, and reinforce the feeling of the setting being at once exotic and familiar. This paradox makes them the perfect PCs for a Dark Crystal game. 

If your story is set after the film you run into the problem of there being only two Gelfling in the entire world. It is one of the elements that has prevented me from creating a Dark Crystal RPG before now. However, with the addition information provided in the novel series and streaming series, a post film campaign becomes more viable. 

To begin with, the film does note that the Crystal of Truth - the healed, previously 'dark' Crystal - has the power Jen and Kira (the film's last remaining Gelflings) need to restore or rebirth the world of Thra. This is [in part] why the UrSkeks (the recombined urRu and Skeksis) leave the Crystal in the care of the Gelfling pair. In my mind, listening to and joining in with the revitalized Song of Thra, Jen and Kira are able to cause new Gelfling to be born into the world. 

Initially these Gelfling would rise out of the Swamps of Sog, step out dryad-like from cracks in the trees of the Dark Wood, and so forth. They will likely have no knowledge or memories associated with the past and would need to learn about their world like early Humans did. Of course they have the benefit of the teachings of Jen and Kira, as well as a wiser and more careful Aughra, who is in many ways almost as important to Thra as the Crystal of Truth. 

This leads to some interesting Character Creation options. Imagine if each of the Seven Clans of Gelfling have their own specific skills and gifts, perhaps three special to their type, along with abilities all Gelfling have such as Dreamfasting and Winged Flight for females. Post film Gelfling may be able to choose a mix of Clan traits, since the idea of Clans has been long forgotten. Personally, I notice that while Kira in the original movie looks a lot like Vapra, she has capabilities that remind me of Deet from the Netflix series, who is a Grottan. 

There Is No Filthier Creature In All of Thra

Another Player Character option I would gladly entertain would be a Podling. The Pod People, such as the character of Hup in The Dark Crystal: Age of Resistance, are a simple, rural dwelling, agrarian species living in homes made in the bases of large trees. They are about a head and a half shorter than Gelflings, have a potato like head, and are skilled farmers, gardeners, musicians, cooks, and brewers. 

They are a somewhat hedonistic people, living for life's simple pleasures. The love food, drink, celebrating with banquets, and when young they enjoy rolling around in the dirt and mud (which they sometimes eat for reasons unknown). They remind me of naughty hobbits to some extent and for that reason alone I would be happy to see someone play a Podling. My only stipulation is that not too many people play them. They are not generally seen as adventurers and Podlings willing to stand up and fight terrible danger should be rather rare. 

Where Once Was Great Knowledge, Like Smoke, It Slips Away

The hardest part of this endeavor to create a Dark Crystal RPG has been choosing a system. There are three games that have caught my eye as possible choices and they are Mouse Guard, Ryuutama, and Tales from The Loop.

Mouse Guard was going to be the basis of the official Dark Crystal tabletop RPG when it was originally announced a few years back. The idea of having a number of dice in 'Nature', as in the character's nature, seems to work really well with the themes in The Dark Crystal. Referencing what I said about Gelfling characters above, think of each Gelfling Clan being defined by three Natures, with an addition two or three defining all Gelfling. In a prequel era campaign each play would pick a Clan and get the appropriate Natures for that group. In a post film campaign, Gelfling PCs could pick two from Column A and one from Column C so to speak. 

I also like the basic die mechanic of Successes and Failures (called Cowards in the game, which I find downright hilarious and immersive). The only drawback is that Mouse Guard can be, like its predecessor Burning Wheel, a little over written. There is an awesome, really simple and fast system them that sometimes seems slowed down and made less elegant but very sub-systems and addition rules that I don't find particularly necessary. I would have to trim it down a bit and simplify various aspects of the game to make it work, then add back in the mysticism, Dreamfasting, and other fantastic elements. 

Another option I considered is Ryuutama, The Dragon's Egg, a Japanese TRPG translated into English by Kotodama Heavy Industries. It is a fantastic, heartwarming Fantasy game that de-emphasizes combat and focuses on the journey itself. The game has the right feel and some really cool ideas but the dice mechanics are my favorite. I prefer games that utilize dice pools or simple roll-and-beat-a-difficulty using a single die type, 

Finally, I have been really enamored with Free League's games lately and have considered the idea that the system found in Tales from The Loop might work well with this concept. Among the nifty mechanics found in Tales from The Loop (a variant on the Year Zero System I am currently enjoying in my ALIEN RPG campaign) is the way you don't take Damage in the traditional sense so much as get stressed out, frightened, and injured. You can decrease stress by being taken care, talking to, or generally being in contact with another character, PC or NPC. This effectively reflects the strength Gelflings get from one another, evidenced in scenes between Brea and her sisters, Rian and Deet, and even Deet and Hup (though Hup is a Podling). 

I feel like I may be headed towards some 'Great Conjunction' of these three systems. I am still researching and experimenting. Remember, Garthims we'ren't built in a day. Oh wait...nevermind. 




Anyway, this brings me to the end of this post and my final thoughts on The Dark Crystal for the time being. I am so eager to bring this world to the gaming table I can't quite express it. It's a burning, nagging desire. It calls to me as the Crystal calls to it's Shard. I am not positive that I will get to it any time soon however, and they makes me kinda sad. 

Still, it gives me more time to develop ideas and hopefully a second season of the Netflix series will bring more of my fellow gamers around to the concept. Until then...

Come again when the last sister kisses the horizon and don’t be late.

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Barking Alien






Thursday, January 15, 2015

Fantasy Fugue

I am in a distraught and confused state. Argh! Argh! I say.

Dave, I blame you.



Stunning Art by Sam Bosma


A few days ago, my buddy Dave and I were having a conversation about gaming, when pretty much out of the blue Dave says he's in the mood to play some Fantasy.

Being the sensitive, understanding, flexible, versatile friend and GM that I am, I didn't kill him.

But it was too late.

He got me thinking.

Damn his hide.

What Dave said he was really in the mood for was Ars Magica, a game we ran a very short campaign of before it puttered out, and we put it away to possibly be revisited later. He wanted the 'full experience', and said it felt like we really didn't get that from our last go at it. I have to agree.

The main reason that game didn't last was completely my fault; I got bored with it. Now you could say it wasn't completely my fault, and you might have a point, but yeah, it was largely me. I wanted something mythic, fairytale-folklore oriented, and the players turned it into a politics heavy D&D game. I should have realized it was happening early on, and done something to get it back on track, but by the time I accepted how far off the mark it was, it was too late. I was just tired of it.

It had become generic, medieval fantasy. I despise generic, medieval fantasy.

I entertained Dave's idea anyway, just to see what he had in mind, and how I could perhaps get it right this time around. I'd done it before with my old New York crew, my New Jersey crew, and my ex-wife. Why couldn't I...hmmm. My newer group. Grrr. I'm seeing a pattern.

At the same time, we played with the idea of an Ars Magica variation that I used in the past, but which isn't really how the game is supposed to be played. Instead of the standard 'troupe play' approach, wherein each player has a Magi (Wizard), and a couple of companions, and henchmen characters, Ars Magica can be used in a more traditional way, with each player playing a single PC.

In the latter case, I adjusted the total number of character building points each PCs was constructed with (a bit higher for Custos* and Grogs*, a bit lower for Magi) so that characters felt a bit more even, and balanced.

I've used this approach before as I said, and it worked very well. Am I interested in trying it again? I...well...hmmm.




Dragon-slaying 101?
Another delightful piece by Sam Bosma
 
 
My current group includes the players from the previous campaign, but it's larger, as we've added a few members since that last outing.

Maybe...

I've also being going over the unedited, English language rules for Ryuutama.

Having come across the work of artist Sam Bosma around the same time, I'm very inspired to give this game a try. Bosma's illustrations fit right in with the look of the original game, and reinforce the concept of an initially light hearted fantasy world, that becomes more serious, and deadly, as the PCs travel further, and further from home.

Traveling, the journey itself, is a big part of Ryuutama. It is part of obstacles the PCs need to overcome to survive, and prosper, but it's also connected to the theme and nature of the game.

Like the best young adult fantasy novels (Such as Harry Potter, and The WondLa series), the world of Ryuutama grows, and matures with it's audience, as they transverse their developing campaign world.



 
Epic By Valentin Seiche
 
 
Fantasy gaming is not generally my cup of tea, unless (and this is a BIG unless) it's a very particular type of Fantasy. A particular type that is, sadly, pretty much a mystery to a lot of players I know.

The majority of people I encounter just aren't as familiar with the kind of fantasy I'm interested in. Maybe they are familiar, and they just don't like it. That's just the way it is. It's a shame for me, but it's really no skin off anyone else's back.

Still...I do like my type of folkloric, mythic, atmospheric fantasy. I think Ars Magica can pull that off. Maybe Ryuutama too. I don't know. I'd like to try. And if Dave is in that mindset as well?

Maybe...just maybe...

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Barking Alien



 


Tuesday, September 9, 2014

In With The New

Recently, the ever thought provoking Noisms of Monsters and Manuals, put up a post which I can not help but be inspired by.

Mainly because I am of the opposite opinion.

Sure, it's possible I'm just being a jerk, but then again, I really do have a strong opinion on this. I guess that could still mean I'm being a jerk, but at least it makes me feel like I'm one with conviction and purpose.

***

Noisms makes a point that as he gets older, it not only gets harder to invest himself in new systems, but he seems (and I could be reading into this, so please correct me if I'm wrong my friend) less motivated to do so.

Now it could be the RPG he uses by way of example, Ryuutama - 'Dragon's Egg', a heartwarming, Japanese Tabletop, Medieval Fantasy game. He sites elements of the game that both appeal to him and don't, and he seems to be less than moved to grasp its positives at least in part due to those bits he sees as negatives. This is completely in line with the basics of Human nature. We actively pursue things of interest to us and are less motivated to learn about the things that don't.




In addition, other interests and priorities vie for our time, attention and mental processing power. We each have things that occupy our minds, be they family, work, school, others hobbies, etc., but we are fans of this hobby, otherwise we wouldn't even be discussing this.

In the case of some of us, like Noisms and I, we are interesting in the hobby enough to bother posting our thoughts about it to our own little internet corkboards.

It is my opinion that the prospect of learning a new game should be something we savor. Perhaps not if the genre, theme or overall style doesn't grab us, but if it does (enough), we should be eager to learn more about it, including how to play. I know that as I get older, it does indeed take more energy, and effort, to sludge through a new rulebook to learn a new game. Unless it's a game that sounds awesome. Then, simply put, I can't absorb it fast enough.

Another Japanese RPG was translated into English recently...




This, ladies and gents, is Double Cross, a Japanese Superhero RPG with several clever and intriguing features, brought to the U.S. and translated by Ver. Blue Amusement.

And I for one, can't wait to try it.

It is new? To the US, yes it is.

Does it use an established rule set we know like FATE or D20? No.

Will you take the time to learn it? Yes. Absolutely.

Why? Why indeed...

What is it we do for a hobby? I mean sure, we play games, but...wait...no but...however, I'd like you to hold that thought. I'll get back to this in a moment.

Sure we play games, but this isn't Checkers, or Chutes and Ladders. This is a creative endeavor that involves writing, reading, storytelling, acting and even visual arts for some.

Do we stop making art because we already have Michelangelo's David, and Starry Night by Van Gogh? Are we done with music since we've already listened to, and recorded Bach, Beethoven, the Beatles and Queen? Are we no longer writing, and reading works of fiction, or poetry, since we already have ones we like?

Hells no. That way lies stagnation and the loss of the motivation to imagine. This is the disbelief that dooms Tinkerbell of Neverland, the banality that undoes the protagonists of Changeling: The Dreaming.

If I should stop wanting to learn new games, try new mechanics, and new approaches to doing what I love, I might as well stop gaming. Why bother? There must be no more for me to learn, see, experience, or enjoy.

Now back to what we do for a moment...we play games. While (I hope) the vast majority of my audience viewing this knows these games are not the same as those we played as small children, I think we kid ourselves it we think ourselves better because of it.

No, my friends, we are merely the lucky ones. We managed to find a way to retain and expand our sense of child-like wonder and fun that all too few Human Beings lose as they grow up. We, the RPGers of the world, took that piece of ourselves, and advanced it. We evolved it. The result is, well, the result is what you make of it.

To say you are growing too old to learn new systems...perhaps that sits well with some of you, but it honestly bothers me down to my very core. It scares the bejeebers out of me is what it does.

If I said it, if I believed that, the child-like wonder part of me would die a little. It would be then, and only then, that I would feel old.

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Barking Alien







Wednesday, August 21, 2013

It's A Kind of Magic

Things have been pretty crazy around Barkley's Den lately. August is never great for my business, plus I've been kinda sick, so posts might be light until after Labor Day as I try to survive the end of summer.

As in the past, I look forward to Autumn when things should get back to normal.


***


Now in gaming news, I am still thinking about Fantasy. Strange right? I know. I can't believe it either.

Speaking of Fantasy, have you seen this...






It's pretty darn cool. Hyrule Historia is basically the Encyclopedia Zelda. It has everything from the various 'Legend of Zelda' video games, including but probably not limited to: characters, locations, storylines, a timeline of events and of course, the monsters and villains of the series.

I can't afford to grab it right now but wow, it is definitely on my list. Looking it over in a book store today I was even more inspired to run something in the vein of Zelda and Final Fantasy, perhaps with a touch of Oz and a side order of Ryuutama, The Dragon Egg.

It's very difficult to put into words how much I want to run Fantasy and how little I want it to be like D&D. It's not that I don't want combat or treasure or magic items or any of those things. It's that I want...

I want the setting to seem truly medieval and yet truly fantastic. The PCs should start poor, maybe even downtrodden. Their decision to go on an adventure or quest isn't for glory or riches, it's because it's their only hope. Perhaps it's more of a Jack and the Beanstalk situation. They sold their only cow for magic beans. When the beans grow into a huge beanstalk, what have they got left to lose?

It is my goal to create a campaign where there is more to (a PC's) life than just killing monsters and taking their stuff. There is a greater calling than finding gold and getting more powerful.






I want magic to be magical damn it. I want it to be dangerous and unpredictable, difficult and perhaps costly to use. I want cheap, simple spells to be relatively easy and safe to conjure up but powerful magics to be tricky at best and far worse than death at their worst.

I would like monsters to matter. I want Players to be unsure of their survivability when facing things that make them go WTF! is that. At the same time, I want to employ creatures of legend and folklore.

Honestly, this one should be easy or at least not that hard. D&D has made monsters so run of the mill, they are no different from seeing a horse or a cow on a drive through the countryside. Taking one of the dozens upon dozens of mythical beasts and faerie creatures D&D has ignored and painting a picture of them that most gamers haven't yet seen is something I know I can do regardless of system. Though, if something in the system helped with that it wouldn't hurt.

I want longevity. I would like my next Fantasy game to last a while. This may not be as simple as it sounds. I tend to get bored with Fantasy easily these last few years. Add to that finding a system that doesn't raise the PC's personal power up too fast or too slow (such that they get frustrated) makes this the most difficult element of all in my opinion.

Well, there you have it...a good idea of what I want and no decision as to what will do all this.

It's starting to feel like I need some real magic to conjure up the game I'm looking for since no such game exists.

Take it home Freddie...






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Barking Alien

Oh, forgot - This is the 666th post on Barking Alien. Wild right? I am so metal.