Wednesday, 20 January 2016

Setting Idea: Weird Wars: Home Front

The second in a series of setting ideas on the 'Would Like To Do Someday' list.

Admittedly this one has changed a bit from the initial idea, though the core aspect of a British supernatural horror setting remains. Regardless it'll follow the same format as last week's post.

Setting Name: Weird Wars: Home Front

Elevator Pitch: Supernatural horror amidst the Blitzed towns and countryside of WW2 Britain.

Genre: Weird Wars, Horror, Supernatural and WW2.


Inspiration: Weird War Two, Secrets of the Third Reich wargame, Foyle's War, Dad's Army, The Woman in Black 2 Angel of Death, various Doctor Who episodes, London's Dark graphic novel and The Ghost Train (1941 film).

Overview: This idea originally started out as a modern day setting, effectively a British version of The Thin Blue Line. Though there was a suggestion made to go for what was effectively Foyle's War with supernatural elements thrown in, basically covering the British Home Front in PEG's Weird War Two setting.

The basic idea is that during the First World War there was some outbreak of supernatural activity in Britain as a result of the conflict, partially due to the Thule Society and partially due to the widespread fear due to zeppelin raids. The government of the day managed to keep a lid on things, thanks to the outbreaks being pretty minor and keeping the public's attention on the war being fought on the Western Front and other places. For a decade following WW1 things quietened down until the Great Depression hit, after that occult activity steadily rose during the 1930s with incidents making it into the news (such as Borley Rectory). As the clouds of war started to gather in the late 1930s the British Government was keenly aware how much of a threat the occult could be to the British Isles.

At the outbreak of the Second World War and the Phony War period that defined the first few months of the conflict, the government's fears proved to be unfounded. With the Battle of Britain and then The Blitz, the government started receiving a number of alarming reports and it was decided that something needed to be done. The Foreign Secretary, Anthony Eden, had been arranging for the creation of the Office of Special Investigation with the Americans. But there are many within the British Government who were against the idea of 'American cowboys running wild round the English countryside'. After some wrangling an organisation charged with combating the supernatural within the British Isles was formed and dubbed Section Q.

From the beginning Section Q was wary of the OSI, initially with what was perceived as the 'poaching' of Section Q agents by the latter. From 1942 onwards there was clashes between the two as the OSI claimed jurisdiction over American forces stationed in the UK, though after D-Day the OSI became more focused on the European Continent. In addition Section Q faced problems from some elements of the British Government as it found itself in a curious position seated between the Home Office, the War Office and MI5 experiencing varying degrees of hostility from all three whilst at the same time being answerable to them. On top of these problems Section Q doesn't quite have the same clout as the OSI does and thus a trickier time when it comes to resources, more often than not it has to rely on Home Guard units rather than the British Army.

Section Q is based out of Scotland Yard, its members generally serving as detectives in the Metropolitan Police's Special Branch or Criminal Investigation Department (CID). There are regional offices such as York to cover the northern half of England, Bristol to cover the south-west, Cardiff to cover Wales, Edinburgh (with a branch in Glasgow) to cover Scotland and Belfast to cover Northern Ireland. Known 'hot spots' may even have a local office, though again the agents there would normally be detectives belonging to the local Special Branch or CID (same goes for the regional offices). Section Q agents are considered 'part time', they still serve as detectives in their respective police forces and thus still have their normal duties to perform in addition to any Section Q cases that get passed to their desks. There is also a small support staff of civilians such as clerks at Scotland Yard and a Research section.

In the field since Section Q agents would normally be police detectives they would have access to local police constables to secure locations, though heavier support can be gained from local Home Guard units and occasionally the Army. In more serious situations Section Q can, somewhat reluctantly, call upon help from the OSI.

Wednesday, 13 January 2016

Setting Idea: Deepwatch

Right, little bit of a new mini-series.

Last week mentioned about a few setting ideas I had plans to work on after Frozen Skies, the 'Deepwatch' one proved to be the most popular one and so it gets showcased first.

Setting Name: Deepwatch

Elevator Pitch: Underground soldiers defending tunnels against the horrors that lurk beneath the ground.

Genre: Subterranean, Horror, possibly Fantasy or Steampunk or Dieselpunk or Post-Apocalypse (still trying to decide).

Inspiration: In no particular order; The Hot War RPG, the Fallout series, film Beneath Hill 60, the Edinburgh Vaults, the Seattle Tunnels, the (Victorian part of the) London Underground, Gibraltar War Tunnels, the British Central Government War HQ, Metro 2033 and Necromunda.

Overview: Deepwatch is something that was born out of my interest in man made subterranean structures, typically tunnels or so-called 'undercities' with it being a case of the older the better.

The general idea is that the Deepwatch is the name of a paramilitary group who's job it is to patrol a network of tunnels, deter outlaws and defeat whatever lurks in the shadows. In some ways the Deepwatch could be seen as being similar to the Rangers in Metro 2033, yet at the same time very different despite sharing effectively the same roles. Regardless of the actual setting, the core is militant group patrolling dark and lonely tunnels seemingly only a few steps away from danger.

For the setting itself I'm considering of using Darmonica, the world of Frozen Skies, to basically explore and develop another part of that world. So rather than the icy frontier of the Alyeskan wilderness it'll be in the mazes of tunnels beneath one of Darmonica's great cities. The Deepwatch thus answering to the city's Department of Public Safety, though of the time largely ignored by the authorities unless an incident causes too much attention 'Up Above'. This would mean a mixture of subway tunnels, sewers, utilities tunnels, catacombs, buried streets and ancient passages. Probably a handful of underground settlements as well, though more akin to shanty towns or slums where the worse off in society are forced to live.

One idea I've had for the Deepwatch concerns their method of communications, I imagine that radios would be somewhat hampered underground and thus an alternative might be more useful. The idea is that telephone cables are run throughout most of the tunnels, though something akin to a field telephone would be needed which can be plugged into a socket. There would be 'hubs' or waystations that would have a permanent telephone connection, able to connect the other waystations directly or even HQ if needed.

Wednesday, 6 January 2016

New Year, Same Goals

Welcome to 2016 folks!

The overriding goal for this year is to get the main Frozen Skies book produced and released, something that I am hopeful will be achieved.

Once the Frozen Skies book is done I'll be looking at producing a few more adventures, perhaps a campaign as well. Will also be looking at producing a city book on the pirate haven of Broken Spires, after that it'll be a case of seeing what feedback I get to determine what else to do with the setting.

There is some non-Frozen Skies stuff that I'd like to do which includes a British based modern supernatural setting, though that may initially take the form of a series of articles on this blog. I also have ideas for something thats subterranean based and presently has the title 'Deepwatch', mostly revolves round a militant group defending an underground settlement from the....Things that lurk deep beneath the group. I cannot say what form Deepwatch will take with regards to it being fantasy, steampunk or science fiction/post-apocalypse.

I've been helping out on a setting called Gloomlight. The general gist is that it is set in the not too distant future where the various major trade agreements currently in the news go ahead and allow big corporations to do away with legislation that they as 'harmful' to their profit margins. The result is the Earth becoming so polluted and smog ridden that there ends up being little difference between night and day, thus allowing things that previously lurked in the shadows to come out to play.

I've stated previously that Utherwald isn't going to have much of a presence at conventions this year due to the pending arrival of my first-born child in about a month or so. Depending how things go, my posting schedule may be affected but I'll keep you guys informed.

Wednesday, 23 December 2015

Happy Holidays!


Thanks for the support over the last year or so and hope you have a good time celebrating this time of year with loved ones.

Taking a break for a week or so, see you all in the New Year.

Wednesday, 16 December 2015

Death's Chase

Already discussed this a little bit on social media over the past week, basically been trying to figure out how to run the Death's Chase air race with the Savage Worlds rules. Believed I've figured something out that at least people can try.

Death's Chase uses the Chase rules in the Savage Worlds Deluxe edition, it has a total of three laps with each lap being a Standard Chase in their own right. The first lap is the 'sounding lap' and simply involves getting round the course, laps two and three are 'weapons free' as in combat is allowed.

The following additional rules are used, these rules are to be used instead of the normal Chase rules where conflict between the two arise.

Setup

Beginning the race by assigning a different token for each individual racer, then determine the Race Order in a similar fashion as to how initiative is determined with the highest scoring racer at the front (or first place) of the Race Order.

Gameplay

Follow the Chase rules as normal with regards to rolling the manoeuvring trait (Piloting in this case) and each racer getting a card. An "advantage" is typically over the racer in front and must be declared as either "position" or "combat" (if after the first lap).

*Position - Means the racer has overtaken the racer in front and so their token is moved along one place in the Race Order.

*Combat - Racer gains +2 on their attack rolls.

Attacks are only allowed during the second and third laps, in addition a racer is only allowed to attack the person in front of them in the Race Order. The manoeuvring Trait roll is simply to determine initiative order for each round.

There is no change in the Race Order in between laps, having separate Chases for each lap is simply to allow the GM a chance for any non-racing players to do 'behind the scenes' stuff and thus keep them involved. The winner is whoever is in the first place of the Race Order at the end of the third and final lap, anyone who crashes during any of the laps is considered to be out of the race and is removed from the Race Order.

Final Thoughts

Tried to keep things simple and I hope people trying these rules out, though it would be interesting to see people's thoughts on them. I've been suggested to read through Gladiators of the Dominion, something that I'll probably do at some point in the future to at least compare the above rules with the chariot racing rules in that book.

Feel free to post thoughts and comments.

Thursday, 10 December 2015

Plot, Adventure Plots & More Plot

Currently have a few ideas for adventures for Frozen Skies kicking around, plus a possible Plot Point Campaign. So decided to post up an overview of each one, see what interests people, etc.

*The Lost Sodkan Mine - This one I've already run a couple of times, but it still feels that it needs some more work on it. It basically involves the players getting roped in to investigate a recent series of attacks by 'mysterious ironclad raiders' and ends up with an old mine and a gunfight with agents of the Iron Collective. Considering having an alternative intro to the adventure, perhaps arriving in a town during or just after the raiders attack.

*Remnants - Working title as the moment, but it basically begins with the players getting another job from the crime lord Ferret and a sort-of follow on from Firewater & Ice. At first glance it may seem like a straightforward job; travel to some remote ghost town and meet up with one of Ferret's agents in order to pick up a package. In typically "things never go smooth" fashion the ghost town proves to be anything but and the guy they're suppose to be meeting is nowhere in sight, though he has left notes explaining that something isn't quite right in the town.

*The Spires - Again, another working title. This is the Plot Point Campaign I'm kicking about in my head at the moment. It concerns the pirate haven of Broken Spires, chiefly a power play between the various sky pirate captains and an attempt by the Commonwealth to crush this bastion of piracy for once and for all. It's already shaping up to be a possibly complex campaign as the players will probably end up interacting with multiple factions, wonder to play off against one another or somehow unite them.

And Lastly - An honourable mention of a one sheet I wrote, involves the players breaking into a rival crime boss' warehouse amidst the backdrop of a pit fight/boxing match. Things get...complicated.

Wednesday, 2 December 2015

December 2015 Update

We're now hurtling towards Midwinter and the twilight of one year ready for the dawn of the next.

Interest in both the Frozen Skies Setting Primer and the Firewater & Ice adventure seems to be steady, I still get a handful of sales notifications each week with a slow trickle of income from the paid for purchases. The majority of my sales are still 'free' ones which I've come to expect from Pay What You Want (though the 'paid' ones still surprise me from time-to-time), plus thus far I've only encountered one person who's tried to pirate my stuff. Plus the general awareness of the Frozen Skies setting is steadily growing as proven by a recent discussion on Facebook (so guess I'm doing something right).

So a big thank you to everyone who's supported me thus far in this crazy venture, be it whether liked a blog post or even nabbed a copy of the Setting Primer. It means alot that at least I've created something that people have found interesting enough to warrant a closer look.

Granted my goal of getting a fully fledged book out remains unfulfilled, though I'm a few steps closer with extra artwork done and of course the Setting Primer out. I am expecting the arrival of my first-born child round Valentine's next year, though at first glance that may throw a spanner in the works but it could be a blessing in disguise since I'll be able to take a few weeks off from work but we'll have to see how it all goes. In addition I've gotten a new dayjob that has more hours and a slightly higher rate of pay, least its a better source of funds (whilst it lasts) to at least get more artwork paid for, etc.

A newborn child is going to have a major effect on what events I can attend next year. For starters UK Games Expo is out of the question, granted with the new dayjob the cost may not be such a big issue as it was but logistics remain a big problem. So that leaves events closer to home, chiefly ones that can be done in a single day. So Diceni in Norwich and ExiliCon in Cambridge are the events currently on the radar, though events in London are being considered but again we'll have to see.

Once again, thanks for all the support.

Wednesday, 25 November 2015

Gearheads, Scrappers & Canners

Often with machines there will be those who are passionate about them in some form or another, they may be those who tinker with machines as a hobby for those who put serious investment of both time and money into said machines. In Darmonica they are known by many names, Gearheads, Scrappers and Canners.

This week is their moment in the spotlight.

Gearheads

The term 'Gearhead' is often used as a nickname for those who like to tinker with machines, almost all Gearheads are mechanics but not all mechanics are Gearheads. A normal mechanic simply repairs and keeps a machine running, a Gearhead goes the extra mile to improve said machine by trying to increase its performance. Unsurprisingly given the current popularity of air travel that alot of Gearheads are aircraft mechanics, especially those involved in the air racing circuits. Very few Gearheads can be found in military service and when they are found in the Service they're often posted to remote bases where they can do the least amount of damage. Gearheads are more likely to be found in independent outfits or places like Broken Spires, ones of looser morals can find easy employment amongst air pirate gangs.

Less common are Gearheads who specialize in car, trucks and other land vehicles as their work is more limited to keeping the vehicles running rather than boosting the engine power particularly out in remote regions. Virtually unheard of is Gearheads onboard ships, though they do exist in limited numbers.

Scrappers

The demand for spare parts is often greater than the supply, this is where Scrappers come in.

Scrappers are basically salvage-men, with wreckage of war machines still littering the old battlefields they are doing good if sometimes illegal work. They keep a sort of grey market for spare parts well supplied with pieces they've managed to scavenge from a wrecked tank or crashed aircraft, some work may be required to bring said parts up to standard but you get what you paid for.

There are rumours that some of the scrappers' wares might be stolen...

Canners

Lastly there are the men women dubbed 'Canners', similar to aviators except the craft they pilot are land based contraptions such as Walkers which are effectively walking tanks and Mechsuits which are primitive suits of power armour. The nickname Canners comes from both Walkers and Mechsuits being called 'Tin Cans' (often not in a good way), though the Canners wear the name as a sort of badge of pride.

Canners are often found in independent outfits, though they are also found in military service but are often loners and outcasts in their units and are usually considered to skirt the borderline of insolence by officers. The most famous Canners are the pilots of the Artian Mechjager Divisions, the bane of many armoured units throughout the War.

Thursday, 19 November 2015

Thats Entertainment

Apologies for being a day late again, been bit of a busy week.

This week's post it seemed natural to build upon the last couple of posts and cover recreation in Alyeska.

Cinemas and air racing have been mentioned, as well as various festivals. Though there are other ways that Alyeskans have of keeping themselves entertained such as sports and other activities.

Public Houses - Pubs (as they're more commonly known) are the predominant hostelry in the Commonwealth and they vary quite a lot. Generally the drinking age is 18. The Commonwealth does maintain a drinking hours policy which means that pubs have to close before midnight local time and there is no legal twenty four hour drinking in the Commonwealth except in a few private clubs and military messes. The ability of the mess to stay open for extended hours makes them an unusual recreational establishment and emphasises the perks of Militia membership. Broken Spires is the exception to the rule as the town doesn't recognize the Commonwealth's authority and opening hours are determined by the pub owners themselves.

Gambling - Gambling is legal in the Commonwealth but restricted, heavily regulated and taxed. Most gambling can only happen in licensed Betting Shops and a fairly rigorous watch is kept on these, so although they are profitable they are generally “clean”.

Sports

Auto Racing - Automobile racing is a newly introduced sport to Alyeska, though it hasn't gained widespread popularity as of yet. Presently only dirt tracks exist and motorcycle racing is more popular since its easier to get into.

Bandy - Bandy is a sport very similar to ice hockey but is played in halves if 45 minutes each, there are 11 players on each team and is played on a bigger pitch (typically the size of a football/soccer pitch). It is played on ice with the players using bowed sticks and a small ball.

Ice Skating - Ice skating is a popular local sport, typically in towns with access to nearby frozen rivers or lakes. Men (or sometimes women or children) compete for prizes of money, clothing or food. Prior to the Great Darmonican War there was grand or championship matches in which skaters from across Alyeska would compete for cash prizes in front of crowds of thousands.

Thursday, 12 November 2015

Festivals & Holidays

Day later than planned due to a bout of illness but here is this week's post.

Recently we've had various holidays, celebrations and days of observances which got me thinking about similar days and events in Darmonica. I've long kicked about ideas for events linked to the deities of Darmonica, like for example an April's Fools style day linked to a trickster god, but I've still have a great deal of work to do on both the calender and the deities themselves.

Regardless, heres a few examples you may find useful for your games.

Armistice Day - A relatively new event that has risen in the decade or so since the end of the Great Darmonican War, both to celebrate the War's end and to honour those who lost their lives during the conflict. It typical involves a parade of veterans and current serving soldiers with a memorial service.

Commonwealth Day - Originally a celebration of the Commonwealth that involved an organised and ritualistic veneration of the Commonwealth flag. In addition schoolchildren were given the afternoon off to attend further events that were usually held in their local community. However with many Alyeskans feeling a sense of betrayal and abandonment by the Commonwealth the day is now marked by a toast in pro-Commonwealth taverns and private clubs.

Death's Chase - Actually an air race but it has grown into an annual event year in the pirate haven of Broken Spires and draws many people as the Spires takes on a carnival-like atmosphere. The race itself involves three laps through the twisting canyons and caves that surround Broken Spires, it requires a great deal of piloting skill to ensure that you don't crash into a rockface. A few number of racers drop out during the first or so-called 'Sounding Lap', though its the second and third laps where things get interesting. The other two laps are 'weapons free', the racers are allowed to shoot one another down but only if they're BEHIND their opponent (they're not allowed to swing round for an attack, though some racers learn the route to know where they can get the drop on somebody).

In short, its race where it pays to NOT be in first place.

Founding Day - Different in every settlement of Alyeska, each city and town has its own unique way of celebrating its Founding Day. These festivals often include carnivals, parades and competitions such as bareknuckle boxing and air racing.

Shrouded Days - Occurring the winter months in the more northern regions of Alyeska is a period where the sun never rises, which can range from a few days to a month effectively being a polar night. The beginning is marked by the Exodus where a large number of people leave the north to spend the period with relatives, though a number of people stay behind. A celebration called Dwanfest happens when the first sunrise happens, typically involves partying and drinking to celebrate 'surviving through the night'.

Summerfaire - A week long festival representing the middle of summer, frequently involves carnivals and communal events. In northern region it co-insides with the 'White Nights' or polar day that is centered round the summer solstice.

Tarfest - As the year rolls round into winter during the month of Tarblawan high winds beset Alyeska, rising to a point halfway through the month where it becomes too windy for flying before the weather settles down again. Aviators typically spend this period grounded and drunk whilst the more devout offer up prayers to Taran, the Goddess of the Sky.

Winterfest - A festival occurring during Midwinter, a time for gatherings of family and friends to celebrate the end of the year and herald the new one. Feasts are quite popular, so is gift giving.