Wednesday, September 16, 2020

Dungeon World Notes: Project ORI

Dungeon World Notes: Project ORI

So, due to pandemic-related social isolation, I had to unfortunately put my Dungeon World campaign on long-term hiatus and essentially halted work on my homebrewed far-future setting six months ago.


At this point it has effectively ended on a cliffhanger, with the party creeping outside their abandoned home settlement of Ori, having returned to find the machine-intellects in the ruins underneath. To recap, Ori was a large village of hundreds of humans, mutants, biological androids, and the odd man-machine hybrid, cobbled together among the ruins of civilizations from past epochs. Underneath these shacks of metal and concrete rubble lay a labyrinthine technological complex, deteriorated to nearly unrecognizable ruin. In those ruins, Ori's settlers were able to scrounge the occasional powerful artifacts and speak with a collective of machine-intellects. Despite the machines' odd perspectives and lack of a clear concept of individual identity, Ori came to rely upon them for wisdom and leadership.

Two of the most pressing questions since the start of the campaign following the destruction of Ori have been the nature of the machine-intellect overlords beneath the settlement and the status of the massive machine-beast known commonly as 'Bahamut Zero', the most overt threat in the region (before the calamity that was the sudden outpouring of deadly caustic gas, killing nearly everyone in Ori).


Since I can't expect to resume the campaign in the foreseeable future, I will detail my notes on these two subjects here.


The ORI Facility

Part of the awkwardness of pursuing the backstory of this far-future dying earth setting in 2020 is that, even back when I first began drafting it in 2018 based on a series of nightmares, its history has always been steeped in what I consider the most under-sung silencer of civilizations: plagues.

The structures in the Ori settlement date before the post-civilization time frame of the game by perhaps tens of thousands of years, during an extended period of protracted total war scenarios known as the Last War Era. Following the complete urbanization of the Earth's landmasses and a breakdown of the Hi-Tek Era's techno-magical infrastructure, civilization began to experience further ecological collapse and population drops pressured by resource scarcity. The atmosphere was heavily regulated by oxygen generators and sea levels had dropped by two miles due to evaporation. Civilization had fallen into isolated societies of techno-barbarism, focused on maintaining the hubs of the pinnacles of technology which included priceless wonders such as endless supplies of materials, energy, hubs of knowledge, and immortality. Such machines exploited the very limits of reality and as such were primarily maintained by artificial intellects which processed data and taught themselves calculations and theories of science beyond normal human understanding; in most cases these machine-intellects were the only bridge between harnessed magic and pre-industrial scavenging.

Given their inscrutable tasks these machine-intellects in turn gave out inscrutable demands. As humanity increasingly turned to the machines for decision-making their orders grew increasing obtuse and violent, directing hostilities towards other centers of civilization to either capture or eliminate their hoards of technomagic.

The Ori region was situated in the center of a peninsula on the western end of the European continent. Towards the end of the Last War Era, this peninsula was populated by over a million inhabitants, largely under control of a machine-intellect collective known as the Ebiran Coalition. In response to anti-Coalition rebellions, the machines had engineered a biological-mimetic hybrid weapon known as a metavirus. With both genetic and digitized elements encapsulated in a techno-magical form, this metavirus was strategically deployed to target the rebels' own machine-intellects and human leadership, progressively disrupting thought processes to inhibit short-term memory, train of thought, and reallocating mental processing towards generating further avenues for the metavirus to adapt. The development of symptoms were gradual but in all known cases resulted in complete mental debilitation in a matter of months. It was designed to cross man-machine interfaces to infect biological, synthetic, and virtual entities equally. The metavirus was capable of spreading to virtual 'dreamscape' environs and even across remote resurrection technology.

In response, Project ORI was assembled within a substructure facility in the rebel-controlled urban wastelands.


Project ORI

Project ORI had two goals: Develop a cure to the metavirus and re-purpose the metavirus to use against the Ebiran Coalition. Four specialized machine-intellects were spawned from existing environmental and epidemiological machine-intellects (through a process known as 'heuristic budding') to analyze the metavirus:

BM8-0: Collect infected and uninfected samples and isolate their biomass/inert matter, neurological data and dream-intellect patterns into physical, pseudo-physical, and digital containment

CLA: Analyze isolated samples, generate potential solutions for altering or eliminating elements of the metavirus

^DS: Replicate samples for testing stock, test solutions and prepare abnormal samples for further analysis

LI-A10: Implementation of viable treatments into subject stock, reconstituting cured/immune entities, and distribution of cures/immunizations/counter-Coalition metavirus into environment

(Yes, they're named after great sea monsters of revelation/mythology: Bahamut/Behemoth, Leviathan. Scylla and Charybdis). Don't judge me, Nate started it by naming Bahamut Zero as a local threat and it was too fun not to roll with it).


ORI found limited success in breaking down infected subjects into base materials and reconstituting them after purging all traces of the metavirus, but continuation of consciousness would be lost. Some forms of bio-mechanical hybrids were found to be highly resistant to the metavirus but LI-A10 never found a fabrication method that consistently produced ones viable for mind-transference. But by most appearances the machine-intellects' procedures involved BM8-0 disintegrating test subjects en masse and LI-A10 converting them into a menagerie of failed grotesques, adding to the mutants and simulacra from previous eras already roaming the wastelands. Anti-Coalition forces began to refer to the machines collectively as 'the heralds of the apocalypse', waiting helplessly for a solution to be found.

Project ORI never completed. Eventually, a variation of the metavirus (whether produced by Project ORI, the Coalition, or an unrelated strain engineered by a third party) emerged in the wild which somehow bore a bacterial infection within the encapsulated biological elements. This variant was highly infectious and carried across the same vectors, and though did not effect purely mechanical or non-physical entities it produced high fatality rates among biological lifeforms and synthetic-based life. The Plague of Staves, as it became known, flared across centuries as isolated human populations would encounter the infection in dormant machines, wandering simulacra, or within dreamscapes. 

Ninety percent of humanity died off before the Plague of Staves subsided, by this point the survivors were effectively immune and had isolated themselves into the self-sufficient rigid Cenobium societies that defined the last vestiges of civilization of the Cenobitic Era.


. . .

So with that in mind, I had a rough outline for what the machine-intellects of Ori were doing the campaign and how they were going to still achieve their original goals. I'll save that briefer story for whomever asks, but here's a hint for my campaign's players in the form a a little riddle: What sleeps before sunrise, flies before noon, and limps before sunset?

Monday, January 13, 2020

Crusader Kings II - Duck Empire randomized kingdoms 02

I ended up recording several episodes and uploaded them for scheduled release. For now it's twice-weekly Mondays & Fridays at 11:00am CST.


Still looking for other games to play and record but so far CK2 is letting me find a good groove.

Saturday, January 11, 2020

Dungeon World RPG Homebrew: The Urdroid

As opposed to the Warlock's inspiration from other media, the initial concept behind the Urdroid stemmed entirely from the original setting of my campaign. I had an early discussion with my players about the differences between the Demiurgic tribes of androids and the intelligent machine races unavailable for player characters. I ended up summarizing the distinction:

-Demiurge encompassed groups of synthetic people that are both physiologically equivalent to human requirements as well as psychologically and sociologically compatible. Other machine races do not share these qualifications.

From there, I concluded that in order for an intelligent machine to be both distinct from Humans & Demiurge and still be playable, it would have to be an example of one with physical requirements that are comparable to living people (but not equivalent), and be psychologically and sociologically equivalent (but not necessarily compatible).

In short, a playable mechanical creature should have different ways for needing to restore hit points and staying fit/rested as well as different rules to represent their motivations. Otherwise it's just "a human that looks like a robot".

That goal brought me to the Urdroid: an ancient type of self-sufficient machine that adhered to strict rules of thought and behavior, which brought its goals parallel enough to living people to exist along side them, and directly with them in situations of peril or shared threats to survival.

 My first priority was plotting their repair and recharge abilities to the point a player character was free from 'organic needs'. This gave the class a hardy and defensive feel. After that, I wanted them to have a unique sense of morality and mysticism that would come into frequent play.

That that end, I have for now heavily borrowed from the Compendium's Monk player class, particularly by using a separate set of options (here dubbed 'Ethos') instead of simple end-of-session motivations. A few of these have been tweaked more than others, and I'll likely replace Ethos of Shadow once I come up with a more setting-appropriate option. but for now it'll suffice for playtesting.


Friday, January 10, 2020

Dungeon World RPG Homebrew: The Warlock

Once my Dungeon world campaign started it meant I needed to focus a good chunk of my free time on further developing the setting, writing more monsters down with solid rules, and planning future adventures using plot hooks and antagonists.

Which of course meant I went ahead and came up with six more character classes. The first of these is the Umbral Witch-inspired gun user, the Warlock

The concept struck me while thinking about Bayonetta in the shower (which doesn't happen nearly as often as one would think?). I realized that her preternatural acrobatics & ranged combat bestowed by  supernatural patrons would be totally on-brand for this hellish future setting.

And once my wife said it was the first of all my custom classes that caught her attention I knew I had to make it my campaign's 19th class option.

The initial placeholder name of the Class was simply Bayonetta's title of Umbral Witch. Later name ideas included The Dream-Scryer, The Thaumaturge, and simply The Wytch. Warlock seemed the least obtuse and more indicative of the source of her powers.


Bayonetta has a lot going for her, so I knew going in that this class would need several broad abilities pinned down to a few signature moves. She would demand a natural affinity for using guns and multiple weapons, thus letting her use them all with her Dexterity stat and ignore slow reload times enabled the player to focus on more dynamic decisions. The Spiritual Energy move allowed for powerful extra actions without bogging down their turn using complicated math or multiple rolls per turn, and to avoid spamming it I tied the moves to a hold resource, which was further obtained by fulfilling challenging demands by their patron tech-spirit. The other move I felt was needed to provide the class with utility and not just hit-hit-bang-bang skills was the passive immunity to illusions. This ensured some level of agency over otherworldly potential enemies/allies.

Luckily I could leave some of remaining more over-the-top powers for advanced moves as she leveled up. Her essentials felt summarized in these four starting moves


This was the first Class playbook I worked on from scratch. The initial 'Umbral Witch' concept was laid out on a blank Class template (from John Shea's superb design) and drafted using purely narrative descriptions of what their abilities should accomplish. Though I ended up borrowing definitions from equivalent moves once again from Compendium classes (namely the Monk and the Warlock), all four starting moves had some kind of function.

My wife played it exactly once for a group playtest, but by the time I made further revisions for the campaign proper she concluded tabletop RPGs just weren't fast-paced or enough for her. It'll have to wait for someone else to take up the mantle and let the witch-hunts continue, so stay tuned.


Duck Empire 01 - Crusader Kings II fully randomized Animal Kingdoms


Bad news is I slipped on the ice and fell right on my pelvis today, good news is I might spend the extra time sitting to record a bunch of videos?

https://www.youtube.com/watch?v=phAEjOGhElA&t=3s

Stay tuned for the next installment Monday afternoon.

Sunday, January 5, 2020

Duck Empire introduction - Crusader Kings II fully randomized Animal Kingdoms

I made a YouTube Let's Play video: Presenting my current Crusader Kings 2 randomized campaign due to request from several friends
Other than renaming my dynasty and the primary realm name of Calisota, I only changed a couple of Kingdom/Duchy names for the sake of readability or my own amusement; all the Howards, Donalds, Daffys and the Dog Pope were generated by the game.