Taking a stab at Gygax 75: The Martian Setting, Part Five

    This is the final week of the Gygax 75 challenge! Unfortunately for me, this week ended up being surprisingly busy and I didn't get nearly as much done as I would have liked. Still, each part I did complete ended up being larger than was probably necessary, so I think it evens out.  

Back to part four

Week 5: The Larger World

Calendar

    For this, I decided not to do a standard calendar but use the approach for events from Oriental Adventures, where you have events rolled over time to ensure you get dynamic changes. For background information, the calendar has 12 months of 4 weeks each, with each week being 7 days long. Additionally, there are 2 days "outside the calendar" at the end of the year, which are a time of hedonistic celebration.

Seasonal Events

    Roll 2d6 on this once per season (3 months), with a d12 roll telling you what week the event begins in earnest.

2. Dragon Sightings, lasts 1d3 weeks. External Chaos.
3. Nomads Visit, lasts 1d3 weeks. Rare trade options are all over the market. Internal Chaos.
4. Major Marriage, celebration lasts 1 week. A notable major between noble clans occurs, normal state.
5. Heavy Rains, lasting 1d6 weeks. External Chaos.
6. Major Scandal, lasts 1d4 weeks. Political intrigue is everywhere for the moment. Internal Chaos. 
7. Nothing of note.
8. A clan is trying to establish itself has higher than it currently is, situation resolves after 1d6 weeks. Internal chaos.
9. Food shortages quadruple food prices for 1d6 weeks. Internal chaos.
10. Major death in the city, mourning for 1 week. No weekly event this week.
11. Spirits are in need of a festival, which will last 1d3 weeks in preparation and celebration. External chaos.
12. Rumor of someone acquiring a powerful or especially valuable relic circulate for 1d6 weeks. Internal Chaos.

There are 3 states to roll 2d6 on, Normal State, External Chaos, or Internal Chaos. You will notice different distributions of events based on this.

Normal State Events

2. Crime affecting the players or a major noble
3. Minor holiday
4. Bandits attack outside of town
5. Minor scandal
6. Auction
7. Nothing of note
8. Nothing of note
9. Duel
10. Trade caravan visits
11. Temporary tax levied
12. A spirit makes itself a problem for a player or major noble

External Chaos Events

2. Minor scandal
3. Family member or friend passes away
4. Crime affecting players or a major noble
5. Duel
6. Bandits attack outside of town
7. Flooding
8. Sickness strikes a family member
9. Minor holiday
10. Minor holiday
11. Brawl
12. A spirit makes itself a problem for a player or major noble

Internal Chaos Events

2. Minor holiday
3. A friend or family member passes away
4. Crime affecting players or a major noble
5. Crime affecting players or a major noble
6. Duel
7. Brawl
8. Temporary tax levied
9. Auction
10. Criminal hunt declared
11. Expensive guest suddenly visits players
12. A spirit makes itself a problem for a player or major noble


A Rival Adventuring Company

    I present to you, the Explorers of Clan Thapa (Lamp), all of whom are members of the clan. Each of them includes statistics, a default weapon and armor set up, as well as some character details about them.

  • Beetna - F - Thief 4
    • Str 11(0), Dex 9(0), Con 4(-2), Arc 8(-1), Acu 9(0), Cha 13(+1)
    • 12 HP, AC 6 (Gambeson + helmet)
    • 1d4 (throwing daggers), +2 to hit
    • Piercing Glare
    • Asexual
    • Sickly woman who was adopted into the clan after being found on the streets
  • Shimaw - M - Ranger 3
    • Str 12(0), Dex 8(-1), Con 8(-1), Arc 12(0), Acu 17(+2), Cha 5(-2)
    • 8 HP, AC 5 (Chain + helmet)
    • 1d6/+1 (Spear, reach), +3 to hit
    • Glasses rimmed with bone, -1 Acu without them
    • Terrified of vultures and the threat of vultures
    • Brother of Kulv, he was raised in the wilderness by a family friend
  • Kulv - M - Ranger 3
    • Str 10(0), Dex 11(0), Con 10(0), Arc 9(0), Acu 14(+1), Cha 13(+1)
    • 11 HP, AC 3 (Chain + helmet + shield)
    • 1d6/+1 (Sword), +3 to hit
    • Blonde, shoulder length flowing hair
    • Exceptionally religious
    • Brother of Shimaw, he was raised in the wilderness by a family friend
  • Kmathfeghai - F - Fighter 2
    • Str 8(-1), Dex 11(0), Con 14(+1), Arc 12(0), Acu 8(-1), Cha 13(+1)
    • 7 HP, AC 4 (Chain + helmet)
    • 1d8+3 (Shortbow, ranged), +2 to hit
    • Curly red hair
    • Purely utilitarian thinker
    • An odd child, said to have been touched by a spirit because of her strange behavior and distinctive hair
  • Shkahb - M - Fighter 2
    • Str 12(0), Dex 9(0), Con 7(-1), Arc 10(0), Acu 16(+2), Cha 11(0)
    • 7 HP, AC 4 (Chain + helmet)
    • 1d4 (Sling, Dagger), +2 to hit
    • Colorful lizard tattoo on his face
    • Terrified of nearly everything
    • Inherently distrustful of anyone other than his party
  • Gipi - F - Mystic 3
    • Str 13(+1), Dex 14(+1), Con 12(0), Arc 18(+3), Acu 10(0), Cha 9(0)
    • 11 HP, AC 4 (Gambeson + helmet + shield)
    • 1d6+2/3 (+1 sword), +2 to hit
    • 6 spells - Magic Missile x3, Light, Mending, Shield
    • Distinctive Floral Perfume
    • Single-minded
    • The current heiress of Clan Thapa, she leads the explorers to glorify her family and one day establish themselves as a true noble clan
  • Jahmt - M - Fighter 3
    • Str 13(+1), Dex 13(+1), Con 15(+1), Arc 13(+1), Acu 7(-1), Cha 9(0)
    • 10 HP, AC 3 (Chain + helmet)
    • 1d8+4 (Halberd), +3 to hit
    • Carries a tattered book which chained shut and to him
    • Depressed
    • Burdened by the book he carries, Jahmt refuses to let anyone look into it
  • Hirtuddairsh - M - Fighter 3
    • Str 13(+1), Dex 12(+1), Con 15(+1), Arc 7 (-1), Acu 8(-1), Cha 14(+1)
    • 16 HP, AC 0 (Plate + helmet + shield)
    • 1d6+1/2 (Battleaxe), +3 to hit
    • Always wears Locket carved into the fact of his Grandmother
    • Miserly
    • Filial to a fault, Hirtuddairsh was brought into the clan when his father married in due to his previous clan being destroyed


System Tweaks and House Rules

    I definitely have a lot of ideas about interesting tweaks and house rules, but I didn't have time for all of them. For example, I am interested in somehow working a martial arts subsystem into this, but I didn't have time to work out details or fit it into the setting as it is established so far. 

  • Magic User / Wizard and Cleric are combined into generic Mystics
  • Silver Standard for currency
  • Fighters can attack [level] HD of enemies per round (minimum 1, round up) - use addition
  • Individuals will now have "Standing/Reputation" points
    • They accumulate with level
    • They accumulate by being well known
    • They accumulate by being an upstanding member of society
    • They can be spent for discounts, to secure loans, for information, or for favors
    • Basic Price Estimate: favor costs are 2-3x the HD of people involved
    • Charisma will affect gain/loss of points
  • Vancian spells are out, physically prepared spells / charms / tags are in
    • Material and time costs are based on spell level (50 sp & 1 day/ level?)
    • Each must be physically carried with the caster
    • Caster can only carry [level + ARC] prepared spells with them
    • Magic items can be crafted under a similar system
  • Alignment is now based on the 3 main virtues / vices:
    • Filial vs Selfish
    • Compassionate vs Malicious (Sympathetic vs Sadistic
    • Humble vs Egotistical
    • 3 virtues = saint, 2 virtues = genteel, 2 vices = bent, 3 vices = broken
  • All HD are d6s
  • Considering making magic items +2 (+1d4), +3, (+1d6), +4 (+1d8) and so on. +1 weapons are not wacky like this, but are in contrast easier to make and/or acquire since there is only a base inherent magic present.
  • The default starting scenario is that the players are all members of the same family/clan on the decline who have just arrived in the city to become prosperous. They have a "house" which is basically 3 rooms (no matter how many PCs there are) and a door. If no one wants to, or there is too much disagreement, the matron of the household is elderly and bedridden too.
  • No real estate speculation, but housing is one of the most important and expensive shows of wealth in the setting
  • Stats are Strength, Dexterity, Constitution, Arcane, Acuity, and Charisma
  • Helmet and shields both offer a 1 point bonus to AC
  • shields can be sundered to reduce incoming damage by 1d12
  • Weapons are light, medium, or heavy dealing 1d4, 1d6(+1 if two handed), or 1d8+3 damage

Thoughts

    I have definitely enjoyed the Gygax 75 challenge, but I am also glad to be finally finished. Unfortunately for me, the last couple weeks of the challenge coincided with some busy times and I am feeling a bit burned out on the whole thing. Still, I really like the setting so far and think that there is certainly enough to work with here that I could start a campaign immediately. I have lots of things I think could use tweaking, but that isn't a knock against the challenge since that is the expectation!

    I think everything I worked on so far could benefit from a second draft, but if I did that it would be while compiling everything into a single source so I can reference things more easily. I also have lots of small little details rattling around in my head that I'm not sure made it onto the blog (did I mention that Nomads are all Elves?). 

    I hope you all have enjoyed reading about my progress and would love to hear your thoughts on the setting! Anything you think I should look at or reference going forward?

Comments

  1. Congratulations! Good job finishing the challenge, despite the busy / trying times.

    The seasonal events are cool, I might steal those tables!

    ReplyDelete

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