Contact with the Vrun colonies to the north of Xudorn have had mixed results, including a rather humorous mix-up which resulted in a great set of scenes wherein the beaten person of a rather loquacious con-man escaped from Vrun Naval authorities into a Stinktown brothel, only to be rescued by the charming ladies within. Waifs, too, were rescued and given good homes in Xudorn, and other good things besides have occurred.
The Black Sphere, power source of Skullcrusher Mountain, has been disposed of into the Shadow Plane, and through a dream, Commander Ssu Rosenbrad has gained the formula for cleansing affected soil of the lower planar radiations they have absorbed. Saint Rel, posthumous hero of the Upthrust Campaign, has appeared to Commander Roland Peltier and completely healed him of said irradiation, triggering Peltier's Imperial Bloodline powers.
Finding a site held by the Dokirin to be a place of reverence wherein are placed items deemed too dangerous by local shaman, the PCs unearthed within barrow mounds Ancient technologies and the partially mummified remains of former Marnharnnans, including a Durnsman and his metal holy book. A second exploration, including five security, and ten technical specialists accompanied the PCs to a set of great doors set into the ground. Upon entering the vast vault, those in attendance witness a site larger than Xudorn and environs, two hundred feet down. Their initial exploration yielded little in the way of scavenged tech, but has stranded them in the midst of waves of ravenous and fleet-footed undead. Local indigenous Humanoids have bound themselves to the PCs in exchange for their protection and provision. These same have disclosed that this site is but one small fraction of the total underground area.
A blog for The Urutsk Cycle and Related Subjects,
including the URUTSK: World of Mystery RPG.
Shipwrecked survivors of a galaxy-spanning empire (ruined when the core exploded) settle upon a wetlands world occupied by humans and other species. They then poke through ruins of their Ancient ancestors as they strive to regain space and then, starflight.
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Tuesday, December 13, 2011
Tuesday, December 6, 2011
Review of the Neoclassical Geek Revival RPG-
I have taken entirely too long to write this review. I will say that part of that time, however, was spent playing the game with three characters in such far ranging settings as Elven Africa, Fantasy Norway, and Hollywood Renaissance Italy.
My characters have consisted of a half-elven spell-caster/bard, and two swashbuckler fighter/thieves, to use standard FRP terminology, which do not do full justice to Zzarchov's 110 page slim hardback volume.
Having been a long time subscriber to Unofficial Games blog, I was able to see the construction process underway, and argued with Zzarchov more than a bit during those months (years?), p'd off at his arcane choice at the time to have the rules in a computer-dependent format rather than text (since then 'fixed'). Rules aspects of what was then known as Piecemeal seemed too weird, although intriguing, and the fact that I hadn't deigned to use the odd platform to read the rules as they stood made the whole thing rather jumbled in my already busy mind.
Let me say that upon first read of the game, much of the confusion was still present. That isn't an indictment against the writing, design, or organisation of the contents, rather, it is a warning to approach NGR on its own terms and not to presume thing one about how it plays. Zzarchov's Pie-Piece approach to Class is pretty darned cool, and 'fixes' much of what has been wrong with other FRP attempts to allow the player to craft a rules-basis for the sort of character they want to play. Next, his duh-brilliantly-simple Inventory and Skills selection cannot be overlooked, as it is one of the major stumbling blocks of so many games, Fantasy or other genre.
Regarding Skills, don't sweat their inclusion, as they function much, much better and simpler than anything I've seen in a good long while. The average Target Number, if you will, is 20, on d20, but the Ability being tested is added whole-cloth to the roll. If the PC's total is not 20, then they narratively explain how each of the skills they propose to utilise in their attempt adds (+2 each) to get the total to 20 (or whatever it is). The effect of this narrative cajoling is the exact opposite of the desperate lawyering common to less draconian D&D games, and in fact, enhances the gameplay by rewarding the player's shared construction of the outcome without gelding the GM of his/her power to make executive decisions.
This is the point in the review where I must explain how the mindset of NGR affects the design and gameplay, as it may not readily suit everyone's tastes -- but I assure you that with very little mechanical tweaking (like, 30 seconds, perhaps?) even this aspect of the game can be steered onto the course the GM envisages for their particular brand of Loot & Scoot.
Zzarchov is not only a cunning trickster, a big fan of schlock fantasy clichés and tropes, but apparently also that of crappy 80's low-budget fantasy flicks. His post-session rewards mechanisms revolve more around 'Awesomeness' than Hack & Slash, with deliberate play towards the 'wrong course of action' being more awesome than sound tactical choices otherwise encouraged in the slew of generic FRPs out there. In fact, defeating without killing yields more points, with trap-defeating and travel to cool locales being a Major XP reward source.
Back to Awesomeness: Fate points allow for re-rolls, refreshing Luck (like HP above 0 in the D&Ds), and perhaps something else I cannot immediately recall [Any help, Zzarchov?]. Totting up the Awesomeness modifier derived by the above formula for Cinematic success, the Player rolls that number or less, or a nat-20, to gain an additional Fate point. If they succeed, and roll lower than the number indicated, they may roll again, and again, until that number drops below 1, possibly gaining more than one additional Fate point.
I could go on about other aspects of how Luck points are increased as one levels, or Lucky or Signature items, the acquisition of Henchmen, etc., but there has to be something you, the reader, discover on your own.
The two aspects of gameplay that I am least familiar with are Magic and Miracles, but I'll say a bit about them now. Magic is pumped-up by expending more Power or Mana, which increases all dimensions/axes of the spell's functionality at once. The most recent export to Jeff R's game via Evan Elkin's Wessex character is the Bees spell. In NGR, a cone 5' long and 5' wide at the long end of the cone, of angry magic bees fly out and vex those in the AoE. But, pumping up the Power on the spell can be done as desired (and as can be paid) rather than waiting to 'level-up' as per the D&D's.
Miracles are a horse of an entirely different colour than the D&D Clerical 'spells', and function more like Palladium Psionics, but that doesn't really convey their true function and the overall versatility of Piety Points, nor the sharp cost of more powerful effects. Likewise the Priest (or layperson) must be really active to act upon their faith's tenets (however morally sketchy) to gain Piety.
Can the criteria of Awesomeness be altered without hobbling the system? Absolutely. A certain game and setting designer I know is thinking of releasing a version of her notoriously non-Fantasy RPG using Neoclassical Geek Revival because she really digs how the entire system functions in tandem. Her game would most definitely not reward Awesomeness based upon the wearing of cloaks, eye-patches, or mullets, but instead reward Vruned -- acting towards the advancement of the Vrun cause, and other, Native, ideals. But all of that is just rumour, you understand.
My overall rating of Neoclassical Geek Revival: Buy a copy or two. This is possibly the best FRP I've read in decades, as much for what it simplifies as for what it enhances.
My characters have consisted of a half-elven spell-caster/bard, and two swashbuckler fighter/thieves, to use standard FRP terminology, which do not do full justice to Zzarchov's 110 page slim hardback volume.
Having been a long time subscriber to Unofficial Games blog, I was able to see the construction process underway, and argued with Zzarchov more than a bit during those months (years?), p'd off at his arcane choice at the time to have the rules in a computer-dependent format rather than text (since then 'fixed'). Rules aspects of what was then known as Piecemeal seemed too weird, although intriguing, and the fact that I hadn't deigned to use the odd platform to read the rules as they stood made the whole thing rather jumbled in my already busy mind.
Let me say that upon first read of the game, much of the confusion was still present. That isn't an indictment against the writing, design, or organisation of the contents, rather, it is a warning to approach NGR on its own terms and not to presume thing one about how it plays. Zzarchov's Pie-Piece approach to Class is pretty darned cool, and 'fixes' much of what has been wrong with other FRP attempts to allow the player to craft a rules-basis for the sort of character they want to play. Next, his duh-brilliantly-simple Inventory and Skills selection cannot be overlooked, as it is one of the major stumbling blocks of so many games, Fantasy or other genre.
Regarding Skills, don't sweat their inclusion, as they function much, much better and simpler than anything I've seen in a good long while. The average Target Number, if you will, is 20, on d20, but the Ability being tested is added whole-cloth to the roll. If the PC's total is not 20, then they narratively explain how each of the skills they propose to utilise in their attempt adds (+2 each) to get the total to 20 (or whatever it is). The effect of this narrative cajoling is the exact opposite of the desperate lawyering common to less draconian D&D games, and in fact, enhances the gameplay by rewarding the player's shared construction of the outcome without gelding the GM of his/her power to make executive decisions.
This is the point in the review where I must explain how the mindset of NGR affects the design and gameplay, as it may not readily suit everyone's tastes -- but I assure you that with very little mechanical tweaking (like, 30 seconds, perhaps?) even this aspect of the game can be steered onto the course the GM envisages for their particular brand of Loot & Scoot.
Zzarchov is not only a cunning trickster, a big fan of schlock fantasy clichés and tropes, but apparently also that of crappy 80's low-budget fantasy flicks. His post-session rewards mechanisms revolve more around 'Awesomeness' than Hack & Slash, with deliberate play towards the 'wrong course of action' being more awesome than sound tactical choices otherwise encouraged in the slew of generic FRPs out there. In fact, defeating without killing yields more points, with trap-defeating and travel to cool locales being a Major XP reward source.
Back to Awesomeness: Fate points allow for re-rolls, refreshing Luck (like HP above 0 in the D&Ds), and perhaps something else I cannot immediately recall [Any help, Zzarchov?]. Totting up the Awesomeness modifier derived by the above formula for Cinematic success, the Player rolls that number or less, or a nat-20, to gain an additional Fate point. If they succeed, and roll lower than the number indicated, they may roll again, and again, until that number drops below 1, possibly gaining more than one additional Fate point.
I could go on about other aspects of how Luck points are increased as one levels, or Lucky or Signature items, the acquisition of Henchmen, etc., but there has to be something you, the reader, discover on your own.
The two aspects of gameplay that I am least familiar with are Magic and Miracles, but I'll say a bit about them now. Magic is pumped-up by expending more Power or Mana, which increases all dimensions/axes of the spell's functionality at once. The most recent export to Jeff R's game via Evan Elkin's Wessex character is the Bees spell. In NGR, a cone 5' long and 5' wide at the long end of the cone, of angry magic bees fly out and vex those in the AoE. But, pumping up the Power on the spell can be done as desired (and as can be paid) rather than waiting to 'level-up' as per the D&D's.
Miracles are a horse of an entirely different colour than the D&D Clerical 'spells', and function more like Palladium Psionics, but that doesn't really convey their true function and the overall versatility of Piety Points, nor the sharp cost of more powerful effects. Likewise the Priest (or layperson) must be really active to act upon their faith's tenets (however morally sketchy) to gain Piety.
Can the criteria of Awesomeness be altered without hobbling the system? Absolutely. A certain game and setting designer I know is thinking of releasing a version of her notoriously non-Fantasy RPG using Neoclassical Geek Revival because she really digs how the entire system functions in tandem. Her game would most definitely not reward Awesomeness based upon the wearing of cloaks, eye-patches, or mullets, but instead reward Vruned -- acting towards the advancement of the Vrun cause, and other, Native, ideals. But all of that is just rumour, you understand.
My overall rating of Neoclassical Geek Revival: Buy a copy or two. This is possibly the best FRP I've read in decades, as much for what it simplifies as for what it enhances.
Thursday, December 1, 2011
Don't Tell Us What You are Going to Do...-

My original sketch from the early 2000's
H&S blog aside, here is a link to the Russ Nicholson artwork for the Urutsk Referee's Manual. It is the colour piece (although the b&w stuff looks pretty cool, too).
LINK
As I said in the blurb, I've had this idea for several years longer than I've had my blog, and seeing the piece come to life was really extraordinary and gratifying.
The LuLu Players' and Referee's Manuals will likely be phased out when their replacements come into being. I am currently in discussion with the producer of an existing rules set as the basis of one version of the URUTSK: World of Mystery line, as I really dig the ease and flexibility of said unsaid system, not feeling like it will shoe-horn my setting into an uncomfortable fit.
Oh, and it uses d20. :D
Labels:
Art,
Marnharnna,
Referee's Manual,
Russ Nicholson,
Urutsk,
UWoM
Wednesday, November 23, 2011
Google+ Weekly Campaign Update-
Short Form Updates-
* Continental Vrun Contingent Visit
:: Observing Xudorn for themselves, elements of the Vrun National Service, the Hierophantic Church, the Guild Council, and both the Monarchalist aristocracy as well as their foils, the Parlimentarian faction visited the tripartite colony. The two Black Crown destroyers anchored at the mount of Safety Bay, the Western Isles mercenaries, and rumours of Abbekqorru allies helped persuade the Continental Contingent to leave Xudorn to her own devices...for the time being. The Contingent then sailed further north up the coast, visiting other Vrun colonies. News that Ft. Greenpennant (home of the Green Cavaliers) had been bolstered to exceed Xudorn's population was also received.
* 'Skullcrusher Mountain' / Upthrust
:: The PCs have returned to the complex, studying the technology that empowered the Undead-creating attack upon the Wodic community, discovering that the Lower Planar radiation that remains in the 'reactor' level is still deadly enough to turn a living human into an Undead in a matter of weeks. Also, part of the sensor array of the gun system is receiving ultra-low frequency transmissions from various points on the globe, including Bereme Oykh/The Black Crown to the north.
* Dokirin Community living in the shadow of the Upthrust
:: Reports of a settled clan of Dokirin were confirmed when four PCs visited them, and are set to participate in a sacred dance. They are the Omu Aku Qelli Duuon >Flowing-Water, Plan, wisdom-Imparted, Settlement-on-Water< . Repairs to the clan's sole windmill (used to evenly water marsh-grain paddies), and exchanges of durable goods for grain have been ensured. Sub-Commander Ssu Rosenbrad became the clan's new Wise Woman at the death of the 250+ year-old man she had re-awakened from his visionary existence in Lord Worm's court (as both are Silt-blooded).
* Visit to Mostern Colony
:: Commander Roland Peltier, Sub-Commander Ssu Rosenbrad, and their trusty squad travelled overland to Mostern the 'City of Bricks'-to-be, and with Joe-the-Lawyer's LotFP Grindhouse Edition Specialist-character, Vesper, explored the vast fort colony. It is predicated upon the production of bricks, and has a 6:1 male to female ratio at present. Xudorn Cider (made from salt-marsh crab apples) was a bit hit, and 100 bottles were purchased. Another sale was of one of Xudorn's experimental (and portable) refrigeration units. This has occurred slightly ahead of the standard timeline, allowing for intervening events to transpire, as well as to permit Vesper to participate.
* Continental Vrun Contingent Visit
:: Observing Xudorn for themselves, elements of the Vrun National Service, the Hierophantic Church, the Guild Council, and both the Monarchalist aristocracy as well as their foils, the Parlimentarian faction visited the tripartite colony. The two Black Crown destroyers anchored at the mount of Safety Bay, the Western Isles mercenaries, and rumours of Abbekqorru allies helped persuade the Continental Contingent to leave Xudorn to her own devices...for the time being. The Contingent then sailed further north up the coast, visiting other Vrun colonies. News that Ft. Greenpennant (home of the Green Cavaliers) had been bolstered to exceed Xudorn's population was also received.
* 'Skullcrusher Mountain' / Upthrust
:: The PCs have returned to the complex, studying the technology that empowered the Undead-creating attack upon the Wodic community, discovering that the Lower Planar radiation that remains in the 'reactor' level is still deadly enough to turn a living human into an Undead in a matter of weeks. Also, part of the sensor array of the gun system is receiving ultra-low frequency transmissions from various points on the globe, including Bereme Oykh/The Black Crown to the north.
* Dokirin Community living in the shadow of the Upthrust
:: Reports of a settled clan of Dokirin were confirmed when four PCs visited them, and are set to participate in a sacred dance. They are the Omu Aku Qelli Duuon >Flowing-Water, Plan, wisdom-Imparted, Settlement-on-Water< . Repairs to the clan's sole windmill (used to evenly water marsh-grain paddies), and exchanges of durable goods for grain have been ensured. Sub-Commander Ssu Rosenbrad became the clan's new Wise Woman at the death of the 250+ year-old man she had re-awakened from his visionary existence in Lord Worm's court (as both are Silt-blooded).
* Visit to Mostern Colony
:: Commander Roland Peltier, Sub-Commander Ssu Rosenbrad, and their trusty squad travelled overland to Mostern the 'City of Bricks'-to-be, and with Joe-the-Lawyer's LotFP Grindhouse Edition Specialist-character, Vesper, explored the vast fort colony. It is predicated upon the production of bricks, and has a 6:1 male to female ratio at present. Xudorn Cider (made from salt-marsh crab apples) was a bit hit, and 100 bottles were purchased. Another sale was of one of Xudorn's experimental (and portable) refrigeration units. This has occurred slightly ahead of the standard timeline, allowing for intervening events to transpire, as well as to permit Vesper to participate.
Labels:
Abbekqorru,
Boxed Set UWoM,
Dokirin,
Hierophantic Church,
Marnharnna,
Vanguard,
Vrun,
Xudorn
Wednesday, November 16, 2011
Tuesday, November 15, 2011
As Pertains to Marnharnnan Exploration-

Minnesotan over at TYWIKIWDBI has an excellent teaser on Westward Migration, and of greater importance to the UWoM Boxed Set/Vanguard campaign, is the degree and duration of Native cooperation and goodwill.
Check it out. :)
Friday, November 4, 2011
Shifts in Technology and Mindset: Xudorn-
In my Google+ weekly game, Xudorn (The Sublime Colony) has seen very rapid change in both technology and the Vrun mindset. With the importation of the ornithopter kits came the paradigm-shift of three-dimensional thinking and the resultant drive towards expanding the realm of the known lands. Through these travels, the ground maps have been refined, new peoples have been encountered, and ideas for improving/expanding the overall technological base of the colony have resulted.
Last night's game was mostly dealing with meta-discussions regarding the 16 Elements, their potential exploitation for powering larger aircraft, and the differences between real-world physics and the alchemy of the setting. From these, in one session, 'x-ray' technology, crystal-lattice cultivation, combined dirigible/aeroplane plans, and negative energy induction are in development.
At the same time, political changes are under way as the renown of the colony begins to spread on both the Western Isles, and the Vrun continent, bringing the 'big three' of Vrun society to the distant Marnharnnan shores. The Hierophantic Church, the Guild Council, the Vrun National Service (military), and elements of the Aristocracy are growing (rightly) concerned that the developments in Xudorn have rapidly outpaced all expectations of what had previously been an anonymous point on an ill-known map. Moreover, that foreign influences and ideas have not only taken root, but their fruit is already come to bear (least of which is Lady Hudernm's half-Durn child), with rumours of Alien (Abbekqorru) technology and reports of the conflict with Undead rapidly spreading through well-informed circles at various strata.
To counter the investigative incursion, the tripartite ownership interests of the Xudorn experiment (one each of Vrun, Western Isles, and Black Crown) have moved to protect the fledgling population by positioning Black Crown naval assets at the mouth of Safety Bay, and a small contingent of Western Isles mercenaries are on their way with the afore mentioned owners steaming ahead (on a smokestack paddlewheel schooner) of the Vrun galleons. The Black Crown delegation gifted the PCs with Black Metal daggers, styled in one of 12 of the material Elements, and provided a taste of the sorts of elemental technology the Crown has at its disposal (including a 1/72nd-scale locomotive set).
All of this is coupled with the very recent discovery of Living Ancients who have apparently dwelt in a very ancient fort once visited by the former Vrun occupants of Marnharnna as a historic tourist site. These folk seem to possess not only a very complete overview of the past of the world, but disturbingly accurate knowledge of the past eight decades of contemporary history despite the fact that they have lived in near-total isolation for at least 5,000 years. Their texts even suggest future events, namely a massive invasion by the fearsome and loathed Shorrannin.
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