Further to what I wrote previously about the scale of any game that includes something as vast as D&D’s Planescape, L5R’s spirit realms, or World of Darkness’s three Umbras, etc., I appreciated I was giving myself a ludicrous amount of work. Powerful characters tend to have a lot of lore and cultural understanding that would be a key factor in any character choices, and typically large networks of others to manage. This applies to all sorts of high-end campaigns:
- Epic level character in D&D, GURPS, etc.
- Methuselah in Vampire, or Archmage in Mage, Deathlord in Wraith
- Clan Daimyo in L5R
- Epic level Superteam member like one of the Justice League
- Daemon Prince in Warhammer’s Slave to Darkness and Lost & Damned
- Eldar Farseer in Warhammer 40,000
In 1995 I ran a Warhammer Chaos Champions RPG, with the goal of one of the party becoming Daemon Princes. Despite how much we all enjoyed it, two of the players left the area and the game was put on hold. Cue reminiscing about one of those cool campaigns that got away…
Whilst this chronicle is very much set in the World of Darkness, games like D&D’s Planescape, L5R and GURPS have been great aids in working out ideas. All part of my RPG mental-toolbelt belief.
Since an ancient spirit would have vast knowledge of many subjects and treaties with many other spirits, I decided to go with the easy solution of starting the game with the birth of the spirit. This way the player and I will develop a better understanding of the character’s development, and as I’ve written about before PBM is particularly good at handling Time. The time between turns allows for all sorts of details to be pondered, worked out, and dramatic character development.
I made a big list of story/chronicle ideas for Richie to choose from. The idea being that by playing a unique spirit, the spirit’s nature and goals can be designed to cater to the type of game he wants to play. The following is part of the list I sent to him:
- An Ancestral Incarna, this could be ancient Spirit that goes back to the dawn of the Garou Tribes; these types of spirits are heavily linked to Past Life. They might be closely linked to the dead, maybe even formed by long-dead Garou, or they could be epherma (Spirit matter awakened by a Tribe’s actions), or maybe they came from the Tribe’s Totem but gained importance and independence. This sort of Incarna would be focused on members of a single Tribe.
- Incarna of Historical Big Moment, this Spirit embodies the idea that big moments are guaranteed/inevitable, and that an individual plays a pivotal role; humans tend to fixate on the ‘big-movers of history’, but this Spirit understands things are more complicated, and it figures out what domino to knock over. Maybe it’s an Ancestral spirit, maybe more linked to the dream realm and Chimera’s brood, maybe this is linked to Storytelling Spirits given its narrative nature, maybe a Past Life Spirit, or maybe it is a manifestation of the Fates.
- A Wyrm healing Incarna that has hidden itself away and wants to heal the Wyrm by re-joining it! This is likely a super-hard mode campaign, which is saying something given the standard hard mode of the Apocalypse. Maybe the Wyrm is insane because this Incarna spirit escaped, maybe with this piece the Wyrm could heal, sounds like a crazy plan, but the Hydra is crazy 😉
- A tiny spark of the Balance Wyrm, this Incarna focuses on figuring out how free its parent. However, how to fight a Triat? Especially given the scope of the task. Can the Weaver be persuaded? Can the Wyld be slowed enough to talk to? Could the Wyrm reveal a secret even in its current insane state? As above, super-hard mode, and crazy Hydra.
- A Weaver Spirit that is a hybrid with either Wyld or Wyrm. In the Wenn Diagram of the Triat there is cross-over, albeit normally in smaller ways and only briefly, cosmologically speaking.
- Maybe a Spirit explicitly dedicated to a different Supernatural race, maybe in regards to healing, communication, monitoring, or maybe the race’s total annihilation.
- A lesser Incarna that is a sub-part of the Phoenix Incarna, this would be a big secret since the Garou nation does not know about it. It reveals itself only to Garou who must walk a lonely path to carry out a quest associated to a concept like redemption, rebirth, transformation, etc.
- The Carer of Gaia’s Word, a spirit that has a secret quest, to protect a secret of Gaia, one that was whispered to her sister Luna. What that secret is, how it relates to the Triat, or to the Apocalypse would be a key part for focusing the chronicle’s theme.
- Crazy Outsider Spirit Pretending to be a Wyld Incarna: This crazy suggestion could be that the spirit is basically one of Cthulhu Mythos in disguise trying to usurp Gaia, or simply get a place at the buffet of gnosis.
- Trickster Incarna, super-mega-turbo-hard campaign. It claims to have this big secret, and travels about distracting everything so a subtle plan can be implemented. Likely results in many dead Garou, and other Fera. Maybe the secret is even real!
- Ninja Spirit, because well ninjas.
- <Insert TODO Incarna>. The ultimate trick of the Weaver, the Procrastination Planning Spirit. Somehow it will resolve the Apocalypse via a night of cramming. This sounds like the most powerful thing ever! 😉
After a lot of discussion we worked out another spirit idea, which will be revealed in a later blog. Once this was done we were able to determine the chronicle’s focus. I also mentioned that once the game is established I will consider adding new players to the game, partly depending on health, partly workload, and also whether I program some of the game aspects to make it easier to run something even bigger.
There had been a good few minutes spent discussing the <Insert TODO Incarna>. I love this idea, and I’ve added it to my vast list of comedy RP ideas to develop; I’ve made a few already for my forever in development role-playing guide, since it previously read like a monotone academic volume.
Next time I will introduce the prelude.