Seventh

February 28, 2010

A new gaming session – Kalesta in Houndsend

Filed under: Adventures — anteolsson @ 10:13
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Some days ago I signed up with http://www.penandpapergames.com and posted a request for players. The next day I already got some replies saying that they wanted to play.

Yesterday we set up time for playing an adventure and as I have done with all players so far I started this adventure in Houndsend. The player called himself Kaleta and I asked him what background he came from. We established that Kaleta’s family had been murdered and their home burnt down. Kaleta was the only survivor and was now determined that he wanted to find out who and why they had did what they’d done. We also established that this made Kaleta a somewhat emotionally disturbed human who needed to make sense of his world. He has a very firm world view of what is right and wrong and will not tolerate bad behaviour from others. This you will notice if you read the adventure that I have will publish as a PDF in this post.

You can find the whole adventure here (5 pages)

This is Kalesta’s Character sheet:

Kalesta

Class level: 0

Experience level: 0

Physical Faculties

——————-

Major

——————-

Constitution: 0

Minor

——————-

Strength: 8

Agility: 6

Endurance: -4

Beauty: -10

Mental Faculties

——————-

Major

——————-

Memory: 0

Minor

——————-

Intuition: -3

Intelligence: 4

Will: 4

Instinct: -5

Senses

——————-

Vision: 2

Hearing: 2

Taste: -10

Smell: -4

Touch (Physical feeling): 0

Clairvoyance (Remote feeling): 10

Balance: 0

Skills

——————-

Exploration: -4

Combat: 4

Concentration: 4

Creation: -2

Socialisation: -2

Backpack

——————-

February 18, 2010

This Project is changing direction!

Filed under: Concepts — anteolsson @ 17:02
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This project will from now on change direction. Up until now this blog has been about creating a new role playing game together with a whole new rule system and a lot of new nerdy classes and fantasy variations. But this will now end and the reason for this is simple. I have already achieved what it is I really want with this project through this blog.

I feel that I am finished with creating the whole system and rule set for this new RPG. However, the real purpose for me creating this new role playing game is that it gets me to write. I am such a person that cannot write just like that and I have no discipline what so ever. This system that I have built so far is like a tool for me that enables me and pushes me to write effortlessly. It is only a shear joy to write the adventures and stories.

From now on there will only be blog posts on Lore about the world of Seventh and Stories that take place in the world of Seventh. So, there will not be any blog posts that involves rules about the game nor will there be any explanations about mechanics of how things work.

This new direction means that Seventh is an imaginary world that is created through a game master telling a story and through a player that is leading a protagonist or any other character through the story. The only thing the player has to know is his own character sheet. I will update the blog with that character sheet later. Other than that the player is free to interact within the story however they wish to.

All the things that are behind this imaginary world is in my head and the only way I can explain them properly is to tell it in the story. I don’t want to impose my ideas and thoughts and anyone through a rule system, instead I want to give shape to those ideas and thoughts within the story so that anyone who is playing can choose to interact however he pleases.

There are more points to bring up. There are so many rpg gaming systems out there that it is impossible to compete with them. Most people play DnD anyway. So there is no point in just creating a variation of these system if no one is going to play it. It is better to be true to what you do and what I really want to do is to write stories that fits my way of thinking and the system as it is now does that thousandfold.

Character Advancement: An example

Filed under: rules — anteolsson @ 09:00
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Gruk is a character that is living in the world of Seventh. Gruk has always dreamed about going on adventures in forests and caves with his fathers Battle Axe slaying all the evil monsters he can find. He wants to be just as a good axe fighter as his dad.

Gruk heads out into the woods alone and it gets dark pretty quickly. He finds a giant Beaver that has read glowing eyes and wants to eat Gruk. Gruk runs up to the giant Beaver to get the first strike. Them two battle for a while and in the end Gruk comes out victories. For this Gruk has gets 50 “Unrefined Experience Points”

Gruk is happy that he killed the beast and is now curious to see what the rest of the forest hide. He eventually sees a Very very big beast, bigger than he had ever seen before. He runs towards the gigantic beast and chops at its legs and disables it. He then make a killing blow against its head. For this Gruk gets 1oo “Unrefined Experience Points”. Gruk now has a total of 150 “Unrefined Experience Points”.

Gruk finally comes to a little village and there he meets a woman called Marit, in big metall armour and holding an axe even bigger than Gruk. Gruk asks if Marit can show him some tricks. Marit agrees and shows Gruk how to start the swing of his axe while running so he can give extra power to the blow when the axe hits it target. Gruk has now learnt a special Axe Swing which he likes to call Marit’s Running Axe and he has increased his Combat Skill .To learn this Gruk has to use 100 of his “Unrefined Experience Points”. Now Gruk only have 50 “Unrefined Experience Points” left.

February 15, 2010

Faction: Natural Cirularism

Filed under: factions,Stories — anteolsson @ 18:22
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“Everything is a mere reflection of it’s seed” – Anthon Baen

Anthon Baen was something of a wanderer that spent most of his life in nature. There were many questions that bothered him because he could not find a satisfying answer no matter where he looked. But the question that bothered him the most was: “Where do I come from?”.
It was a life of the senses that Anthon lived most of his time but it was the notion of his own thoughts that made him able to form the foundation of this faction.

Anthon had been raised and lived without his mother his whole life and had somehow managed to suppressed the longing he really had for her. When the notion of his own thoughts struck him in an, to him, unusual manner he understood that he needed to pursue what was within him. The suppression of his longing finally reached him. However, it did not take long before he found his mother.

Anthon found his mother in a little hut located on a hill in the Lonely Lands, as they call it, and to his dark surprise his mother was nothing of what he had expected. His mother was a Witch in ragged clothes, skinny to the bones, dirty pale skin and no aspiration to lift a hand. Anthon learned that his mother did not regret leaving him as a child because she explained that she had no choice and in giving birth to him she had done everything she could. Then she explained to Anthon why they were there and he listened carefully.

From there on Anthon and his mother reunited and layed the foundation of the teachings of Natural Circularism.

Natural Circularism states that everything stems from Mother Nature. They say that even life comes from Mother Nature. That life is Mother Natures children, born to feed the cycle. For the cycle is the key and is in the very foundation of Natural Circularism where everything observable is inevitably circular. Plants are born from the earh, absorbing the sun and feeding the hungry. The hungry age and they die. The dead decay and turn into earth. Life is a servant to the nature it is living in, no more no less.

January 3, 2010

Update and change in Faculties

Filed under: Faculties,rules — anteolsson @ 19:54
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I have been thinking about the different faculties that a character is made up of and I think a change has to be made.

From the beginning of Seventh, Wisdom was not a Mental Faculty: I think that that was correct and therefor will change it again. Wisdom is not a direct inherent of the mind but is rather a result of your experience and your data processing faculties: Intelligence and Intuition. So, Wisdom, as a Mental Faculty, will have to be removed.

The second change to the faculties is that Instinct has to take place there as well. Intelligence and Intuition is two different data processing units that are faculties of the mind but after long concideration I have found that our Insinct is also a data processing unit of the mind. Therefor it has to take place there as well.

So the Mental faculties are now: instinct, intuition, intelligence and will

December 10, 2009

Not seventh but at least gaming

Filed under: gaming — anteolsson @ 17:00
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A while back me and Anders talked about making a computer game where you mix stretegy gaming with rpg. The thought was that two or more people are playing where one person is playing a strategy game and one or more persons are playing a role playing game.

Yesterday and today Anders made a visit here and I came up with the wonderful idea to use Dungeons and Dragons 4th edition rules to play the game on a long roll of paper. I made two level 1 characters, one Elven Ranger and one Halfling Rouge, and Anders took the Dungeon Master’s Guide and the Monster Manual to calculate the XP pool he had to set up encounters. He then decided on before hand which monsters he would put in the dungeon in order to defeat me.

We modified the DnD rules to fit our game. We decided that instead of earning XP for killing monsters I, who play the characters, gain one level per encounter. This means that the characters are constantly getting stronger which also means that Anders, who play the monsters, will also have a bigger XP budget to build encounters. He was also aloud to put 1 trap per character in each encounter, if I found and disarmed the trap I would gain HP but if I stumbled upon it it would hurt me.

Here you can see what the dungeon map looked like
Dungeon

Before each encounter I would be faced with a door and I could choose to open the door carefully and then sneak in or just run in like a maniac. Because I had a rouge that I saw as a wannabe assassin I tried to sneak in to every room. Before I decided to open the door I did not see what the next room looked like so Anders drawed the map and placed the miniatures as I opened the door. He even placed a Snake Tounge Assassin Minion which actually snuck up on me from behind and managed to poison me.

We had only time with two encounters which I won and it took my characters to level 3 which means that Anders will have about 400 XP to buy monsters for in the next encounter. It will continue like this for 6 encounters and if both my characters survive I will win and if Anders kills my characters before he will win.

This might sound a lot like the regular DnD game where you have a dungeon master and players but there are some differences. The first difference is that we are competing against each other so Anders will do whatever he can to kill my characters. This is what a dungeon master should not do. The second thing is that Anders is not roleplaying the monsters but he is rather trying to use thier abilities as strategically good as possible in order to defeat me. He can also put different monsters that would normally not be found together in an encounter. Anders is not either trying to tell a story and there are no quests, he is simply trying to kill me.

I must say that it worked very well and that it was really fun and it felt very very different from when I am leading games for seventh. I also think that the DnD 4th edition rules fits better for this type of play compared to role playing, because there are so many rules that it becomes impossible to act intuitively and get a feel for who the character really is as a person.

Here is another image of the gaming table

November 24, 2009

New gaming session on Obsidianportal

Filed under: Adventures,gaming — anteolsson @ 17:02
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Me and jens has started a new sessoin with his colorful character Torulf Weakleg. The adventure takes place in Houndsend and at the moment is dealing with some mysterious man just outside the city.

Please feel free to follow the story here

November 20, 2009

Some highlights from the last game

Filed under: Adventures,gaming — anteolsson @ 08:40
Tags: , , , , , , ,

So, I want to share with you some cool events from the last adventure i was game leading. The adventure is called Tomb of Regrets. The name and the location of the adventure is directly inspired by the dnd Tomb of Horror and Tomb of Regrets also has a lot of puzzles. The story on the other hand is inpired by Planescape:Torment and my own ideas about life.

The adventure is set in a dark and cold underground building/dungeon where there are many rooms and many doors which requires many different keys and different skills to get into and through.  There is a lot a magic in the dungeon but the magic is not appearant but has to be discoverred rather. And of course there are some monsters in the dungeon.

The first highlight of the game was in the beginning. The playing character started in a small room which had two wooden doors and one stone massive stone door. He found that only one of them was opened so he carefully opened it up, holding a torch in his right hand, to peek inside the next room. He could not see anyone in the next room but unfortunately he had not opened the door enough to see that there was a walking skeleton in the room. So he opened the door fully and to his surprise this skeleton jumped at him first trying to bash him with his shield, which missed, and then stab him with a sword, which also missed. The playing character now did a very nifty thing. He made an attempt to grab the skeleton’s ribs with his both hands, and after he did his roll (1d10 + Strength + Agility) he managed to do so. He then tried to pull the ribs out of their cage and did so with a successful strength check but the bones did not loosen completely. While doing this the skeleton could not hold his body up any longer and so fell forward until its head was between the arms of the playing character. While falling forward the skeleton swinged his sword towards the head of the playing character but he dodged it gracefully and reacted with a right swing with his fist against the skeleton head and made a critical hit. The impact was so forceful that the skeletons head flew off its body and the rest of the bones piled up on the floor except for one bone which the playing character held in his hand. This rib bone he later sharpened and used as a lock pick=)

There was more spectacular fights but that is another story…

Thanks for reading,
Andreas

November 19, 2009

Roleplaying or not?

Filed under: Concepts — anteolsson @ 21:16
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lately I have had thoughts and discussions around roleplaying in a roleplaying game and I have had the chance to test some of these thoughts in a recent game of Sventh. I have also had some discussions about rules and what role the player should have towards the rules, this as well I have tested in a recent gaming sesseion.

The discussions were about how much any rules actually add to the game experience for the player. Is it fine for the player to look up the character sheet each time he wants to act? Is it fine to just stick to the rules as a player? For some it probably is but I think for most it will probably be more fun to do whatever feels right to do or whatever comes to mind. For example in a combat sistuation, should the player only use special attacks and the like that are listed on his character sheet or should the player be able to do whatever he see fits without it being included in the character sheet or in the rules? If he should, then should he cunsult the game master or any rules if he does not understand fully what a special attack does or how it works?

I think the above questions has been answered for me in the last days and after the last game, and the conclusions are the following:

1. A player should never ask the game master about the rules.
2. The player should never ask the game master if he can or cannot do certain things.
3. The player should avoid deciding actions via looking at the character sheet, the character sheet should only be consulted. An example of that is: The player walks on a straight dungeon hallway but in the end of that hallway there is a big hole in the floor that is deep enough to not go into to. The hole stretches for about two meters where the floor starts again. Here the player should not look at the character sheet to see if his character can jump or has a special ability that makes him able to jump, because of course he can jump. The player should instead face the situation and then creatively deal with it. How can he get over the hole? Is there anything in the vicinity, a wooden plank, a bench? If not, then maybe decide to jump over. So the player states the action of jumping over the hole. The game master then decides what abilities that the player should include in the role and he comes to the conclusion that the player will probably use his Strength and Agility to jump and then he asks the player if he wants to run and then jump or just jump.  The player says he will run and jump if he wants to be safe or he decides to jump from a static position if he wants to show off how well he can jump. When the reasoning has come to a decision the game master notifies the player that he needs to roll 1d10 and then add his Strength, Agility and his Movement Speed to the result.
4. Anything is possible to do as a player, it is up to the game master to decide how the rules should be utilized in any action.
5. The game master is the one who should know the rules.

Discussing all these thoughts about playing a role playing game eventually leads to the actual Role Playing. The line between just playing the game and role playing the game is very blurry. One could argue that the character classes and special abilities of the character that the player is playing must be honored because that is what the character you are playing knows, the character does not know what you as a player knows. Just as this is a valid argument you can stretch it and say that just as I am able to reason about what I can do, so can the character I am playing do as well. A mage might not be very good at doing round house kicks while jumping from a table but none the less he can at least try. And as it is the Game Master who should decides what dice needs to be rolled and what abilities that counts as modifiers he should see that physical abilities as Agility and Strength should be included but also the characters experience of doing flying kicks in the air, and/or the characters expierience of close combat fighting in general. A mage is typically not well versed in any of these things so the risk is big that he will fail with the flying round house kick and maybe even fall prone to the ground while doing so. Nonetheless, if a mage attempts to do this I am sure it will be amemorable moment and lots of fun and that is the most important.

If you have read this far then you will learn what has changed in the rules of the game Seventh.

Rules:
1. Every character starts with the most fundamental things that builds up any character. These fundamental things are divided into Physical Abilities, Mental Abilities, Senses and Adventuring Skills.

Physical Abilities:
Strength
Agility
Endurance
Beauty

Mental Abilities:
Intuition
Intelligence (Reason)
Will
Wisdom

Senses:
Vision
Hearing
Taste
Smell
Physical Feeling
Remote Feeling (Clairvoyance)

Adventuring Skills:
Exploration
Combat
Concentration
Divination
Creation

2. When you create a new character all your fundamental statistics starts at a value of 0(zero). Zero reprecents the average abilities values the human race (or whatever fantasy race you like) has. If you want to customize you character you need to lower one Ability in order to increase another Ability. So for example if you want to have a very intelligent character you need to lower one or many of the other abilities.
This not only puts your character in the shoes of a non-hero but also makes it possible for you to create a character has Character. I mean, if you lower many abilities in order to increase one or two very high, you have automatically created a character that is very specialized and depending on how you interpret what it means to, for example, be really weak (low Strength) but be very determined and driven (high Will) you will have some interesting fights.

3. Character classes, or Adventuring Professions as I almost rather call it, will remain, and will be updated, but your character does not start with knowing a Profession. Instead the character needs to learn a specific profession via adventuring. A mage could probably learn the mage profession from studies and at mage universities and whatever comes to mind. There are million ways in getting to know a prefession.

4. A guideline to if you want to role play the character you are playing is to interpret your Ability Scores to start with. These values tells you a lot if you get to know what each Ability stands for. Later on you can also interpret the Classes your character have in order to see what your character would do. The world view your character has can be any world view, but good role playing most probably keeps this world view consistent for the character.

 

That is all for now. Thanks for reading

Andreas

November 4, 2009

What is Seventh

Filed under: Concepts — anteolsson @ 19:53
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For anyone new who reads this and might be interested in games, I thought it might be good to sketch and outline of what Seventh, this game project, is about. So I will try to do my best here:

What type of game is Seventh?
Seventh is a Role Playing Game, often abreviated RPG. It is a role playing game in all senses because you are meant to play the character as that character see the world and not how you in real life see the world. You can see it as you are interpreting the characther you are playing.
The game is set in an imaginary world which sole purpose is to expand and embody the imaginations we all have. It is a fantasy world with magic, swords and bows.

Why can’t I just be myself when playing?
There is nothing that says that you cannot be yourself but you are missing out on some very important things. First, the whole idea of taking the role of someone else, be it a hero, villain, commoner or gay wizard, is aiming at identity freedom. In real life we have an identity that is imposed on us either or both by ourselves or our environment. This can sometimes limit the way we act, think, speak and so on and it can trap you in certain patterns. Role Playing enables you to step outside yourself to act, think, speak however you want and noone will ever tell you that it is wrong or bad. This is a freedom and it can be a lot of fun.

How do I play a game?
All you need is one person who leads the game and at least one person who plays the game. The one who is leading the game is the narrator and the referee of the game. That person makes up stories, events and situations where the playing person tries to react to that. As a game leader you do not have to make up a whole novel to make it playable. It is enough to start with a premise such as: “The sun is on its way down and you are standing in the middle of a forest in which you have never been before. There is a tiny furry animal on the ground in front of you that seems to stare at you with its seemingly worried eyes. What do you do?” After that you make it up as you go along.
The person who takes the playing role needs to make up a character and you can do that by following the Character Creation Guide that is posted somewhere on this blog.
When you have decided who wants to be the game leader and who wants to play you just need a way to communicate everything. I have found that Google docs are the best if you are just two people playing. The game leader writes something and then informs the other that he is done. Then the playing person checks the document and writes what his or hers character want to do and then you continue in that manner until you can’t get any longer.
The good thing with Google docs is that you can share the document so everyone can write in it in real time. There are of course other ways you can play the game in.

What is the difference between Seventh and Dungeons and Dragons?
The main difference is that Dungeon and Dragons is set, almost set in stone, so the world, characters and the fundamental philosophy of the game is hard to change. Seventh is an imaginary world started from scratch which enables anything to happen and take shape. I wish to bring a new view to the fantasy world where Philosophy is the strongest influence. You should be able to dig deep into what it is that makes up a person and his or hers view on life and I think that Philosophy and Science is the best tools for digging deep into things.

But there are many aspects of Dungeons and Dragons that are very Philosofical?
Yes, but that philosophy is mainly already set. Seventh is a fresh start where new perspectives can thrive.

But, what is this really about? I mean it is just another game?
True, this is just another game and the most fundamental reason for playing it is that you get something out of it, be it fun, enlightning, learning, meeting new people or whatever it is that drives you.

Do I need to know any game rules?
Yes you do. The most important rules are how you build a character. Once you know that you are free to interpret it however you want. However, it is in my interest to make Classes or Professions that your character can follow. This can both make it easier and more fun fore you and you can compare it with how other people see a class or profession.
There are also other rules like, How do I fight? How do I intereact with other people in the world (non playing characters)? There are some general guidelines on how this should be dealt with but as long as everyone who is involved are playing by the same rules there is nothing to worry about. But yes, I will update these rules as well in the future.

Any other questions?

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