Tombs & Taverns: an FKR game

Thanks to the Glatisant, I can pretend to be all in the know about Free Kriegspiel or "ancient school." I find myself excited! WotC D&D fits on a thumb drive; GLOG fits on a thumb; but this fits on a thumbtack, or at least it can, so even better. Here's a game or hack or procedure-bundle or whatever you want to call it.

Setting (& Setting Creation)

ToTa presumes a sort of swords & sorcery-adjacent dungeon fantasy - most people are humans, magic is real but dangerous, society is agricultural. Beyond that, the setting is created by the table in the following three phases, the first two of which are presumed to be at a Session 0 probably best managed online. As with any FKR game, the setting itself "contains" most of the rules.

Phase 1

The referee will load up Azgaar's Fantasy Map Generator, hitting F2, and fiddling with viewing options as requested, until such a map appears that receives majority assent (the referee does not vote.) The map should be saved in .map format and sent to all players to upload and poke around with separately, as it is now canon and will not be changed.

Phase 2

This phase takes place concurrent with character creation. Players worldbuild until satisfied, with the referee acting as a silent scribe. They should probably focus on a particular region. Players have collective authority to decree just about anything about the world as long as it fits the map, and it refers to reasonably "public" information. (You cannot say whether the duke is plotting to assassinate the king, but you can say that there are rumors to that effect; you cannot say what the true nature of the gods is but you can note what the major religion says.) Pick a region and get it to a level of gameable detail. Know enough about daily life and beliefs that you can immerse yourself in a particular character. Figure out what people know magic can and can't do from common experience - if the party contains any sorcerers or whatnot, what they would know from their own experience.

Phase 3

Between Session 0 and Session 1, the referee collates the notes made by players into a nice wiki. She may expand on whatever she likes as long as it is in the spirit of the original, and further decide upon secret knowledge (the true nature of magic, of secret societies, of the technology of ancient civilizations, and so on.)

Character Creation 

You should create several characters, one to play initially and the rest in reserve for when your last character dies.

Origin

Write down: "I was born (age) years ago to (community)." "Community" is a bit vague, but you should at least be able to identify social class and where on the map.

Physical "Stats"

Choose one of the following sentences and write it down:

  •  "I am built like a (type of athlete)." (see for inspiration)
  • "I stay up late squinting at dust-ridden tomes of (subject)."
  • "I am dissolute from my enjoyment of (vice) with (buddy), (buddy), and (buddy)."

Training 

Choose one of the following sentences and write it down:

  • "I studied (skill) under (master or organization). My relations with them are (either a good relationship that implies continued mutual obligations or a bad one that means you have enemies.)"
  • "I've worked odd jobs as (profession), (profession), and (profession)."
  • "I know very little, but I do have a natural talent for (skill)." 
  • "I haven't needed to learn or do much of anything because of (source of unearned income)"

Relationships

Write down ALL of the following sentences:

  • "I'm known in (community) as (reputation)."
  • "I owe (Person or organization) a favor for (useful thing)." 
  • "When people first see me, they assume (things about me)."

Magic

If you want, write down: "I can (magic); the price I paid for it is (lore-relevant price)." 

Beyond that

List any equipment you have which would follow from the above choices.

Expand on or come up with variations of any of the above, but try to pair new good things with new bad things. 

Think about your character's goals, personality, and so on, but do not write them down on your character sheet. The character sheet records external facts about the world.

Task resolution

If a random person could do it without much danger or impressing anyone, you can do it. If it wouldn't be too dangerous or impressive for someone with your background, broadly construed, you can do it. (You might "know nothing," but if you grew up in a fishing town you know about fishing and the weather and all sorts of things.)

You always succeed at noticing clues or searching a room if you can describe how you're looking in the fiction. 

NPC interactions are always handled through roleplaying.

If you're attempting something dangerous and/or impressive, or if it's not clear what would happen, the referee may ask you to roll a blue d6 (called the good luck die) and a red d6 (called the bad luck die). More good luck means better at what you were trying to do, more bad luck is other bad things that happen. Referee determines the nature of this, "difficulty level," and so on.

When a combat situation occurs, players should discuss what their overall strategy as a group is, and the circumstances under which they would retreat or rethink their strategy. One roll of both d6 is consulted to determine what happens between now and either that, the next big surprise, or the end of combat.

Advancement

As determined by the fiction.

No comments:

Post a Comment