I don’t see folks mention Love Letters enough out there in the online wasteland. They are such a sweet piece of RPG-tech. Maybe it is because they are stuck in the Advanced Fuckery section of Apocalypse World.
Here are the letters I wrote up for our game later this afternoon:
I considered digging in to the fact that Lup stepped directly INTO the Psychic Maelstom during their time on Olde Earth but I’m going to be patient and let that Weird marinate a bit.
Bastet made a decision that was not only interesting but a bit out of character. The surly operator who in the first session fired a weapon from her spaceship into a tea room on a satellite paid some jetpack pirates to stand down and hired them as muscle while she’s in Luna City.
So good.
Moves don’t need die rolls; I forget that sometimes.
We’re playing this game later this afternoon, 1pm EST. Join us in the chat if you’d like. Link under the image below.
Preparing to play Apocalypse World: Burned Over with Jay and Aaron. Their playbook choices are kind of rootless, so I’m offering up some setting choices.
The Simple Desert: There are a few places where people dwell but it is all highway and desert in all directions. Where are you on an olde world map? Who knows? Who cares? Where are you getting your next drink of water?
Empirepocalypse: Eastern Seaboard, raise the sea level by 30 feet or so. Start in NYC, where people are surviving in skyscrapers, boats, remaining bridges and that ole decommissioned aircraft carrier/museum parked there.
Too close?
The Underground: Whatever happened on the surface, only people who retreated underground survived. The world is a series of tunnels and underground highways linking old mines to old missile silos to old government vaults.
Low Earth Orbit: There are enough space stations in orbit that the last of humanity is clinging to life while orbiting the tombworld called Earth. Moon-base, space elevator and a few space stations put up by the last of the space-capable powers before the apocalypse 50 years ago (India, China, Russia and the Vatican). Motorcycle gangs = jet pack gangs. Semi-truck = space shuttle. Interceptor Car = Orbital Fighter Jet.
We made a choice. An Operator and a Weaponized in Low Earth Orbit. Excited!
The Hard Zones are as follows:
The Olde Station – the piece of crap first floated into space. Often called The Tomb.
The Last Elevator – the last tether to Earth, used to grow food and transport those with the resources and the bravery to set foot on the ruined planet that birthed our species.
The Moon – our species’ first stop in space, now home to the closest thing to a city that remains and the defiled historical site of the First Landing.
The Highest Cathedral – the Vatican’s first orbital platform, an ambitious half-completed cross floating in space. The Jesuits produce some of the finest scientific minds left.
The Zhenbao-Damanski Station – Where Chinese and Russian clans play out the last pathetic breaths of earthbound political rivalries with Indian families trying to broker peace. The original name for the station is lost, now it is named after an island Russia and China fought over back on Earth.
I can’t WAIT to see their playbook decisions. They will say so much about the setting.
If you’d like to see more Apocalypse World: Burned Over Low Earth Orbit stuff, please check out the link to the Low Earth Orbit Index below.
When you take Trance before battle, roll your approporiate training: On a 10+, name one person who will die and one who will live. On a 7-9, name one person who will die or one who will live. On a miss you see a vision of the monster you become as a result of this battle and the fell havoc your hand brings to the universe, take -1 for this battle and hold 3 moving forward after the battle is done. [ ] +1 to a roll that brings this vision to reality. [ ] +1 to to a roll that brings this vision to reality. [ ] Roll this move again as if you were entering battle. Either retire this character as the destiny is made real or prove you have free will by changing the course of destiny.True Sword, a networked blade with an AI embedded in its core.
“I live in an apocalyptic dream. My steps fit into it so precisely that I fear most of all I will grow bored reliving the thing so exactly.” ― Frank Herbert, Dune Messiah
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In Book 2: Starships of the Traveller Little Black Box, it talks a bit about getting education and training. Easy enough to Apocalypse it up a bit. Here’s a different way to say something similar, drawing inspiration from ( or ruthlessly pillaging, depending on your POV) Apocalypse World and Burned Over:
But, Judd, you ask, what about stats?
I like that we’re saying that the limits of the human body aren’t interesting to us. What you use to change the world is your training and in order to gain training you have to go out and interact with the world.
What about non-basic moves?
Non-basic moves are all tech. Maybe the True Sword, a networked blade with an embedded AI, gives you a move like the Gunlugger’s Not to be Fucked With, where you fight as a gang. Certain drugs give you access to psychic powers.
A True Sword and a cool way to show the end of the blog post
I have no idea if tonight’s game is going to work. It has been a minute since I’ve played a d20 D&Dish game. We’ll see! Thank you for giving this a shot with me.
Planescape was this cool setting where the game implied in the boxed set was this city at the center of all worlds and the players take part in these oddly philosophical factions as they venture out into the Outlands and adventure. The adventures in the Outlands were supposed to ripple out into the rest of the planes of reality.
Made by me with Affinity Design, inspired by the map from the 3E Manual of the Planes Outlands map by Todd Gamble
It seemed to me that NO ONE PLAYED IT THIS WAY. Everyone was excited by this city and ended up being a bodyguard for a dwarf crime lord with fire for hair or doing security for an ogre opera house. I dig that but I’ve done my faction-minded fantasy crime saga stuff already. So, I’m trying to play it this way. – into the Outlands.
When folks go out into the Outlands in our game everyone knows. Word gets out. It is DANGEROUS out there. You could get dragged to hell – literally dragged to hell. In our game there is no money nor fame to be made in Sigil. Real fortune is made in the Outlands (and of course we’ll visit Hells or Heavens or Elemental Planes of Fire as needed). The cool thing about Sigil, the City of Doors, is that you can get anywhere from here. If you are interested in a world you learn about on your adventures, opening a gate is something anyone can do if they are willing to expend the will and time to do so.
When you get back from your adventure the philosophical factions will gather in a plaza near where you live and debate your actions with you. No judgment, just a spirited debate on how this made the planes better or worse. It is a big event. Everyone gets dressed up.
When you want to find a portal to another world, sit down with your friends and figure out everything you all know about this place and how you learned it. Consider your sources. If anyone you know might know more, invite them to this palaver.
Names, anything made in that place. Lay it all out on the table. Where in the planes are you guessing this place might be? Make a map of the planes as you understand it and put your guess on the map.
NOTE: I’m not saying sit down and make up a place. I’m saying you must’ve heard of this place in-game. Sit down and discuss that before heading through the portal to otherwhere.
What do you have that could be a key to this place?
The DM will saying, “Sure, you could try to get there but…”
your guess as to where this place is in the planes is a little off, you’ll end up somewhere dangerous but nearby
you need more lore about this place, you’ve heard X knows about this or has info on it
you need an item/spell/artifact made from this place, in the Outlands, there is a place that you can get more
you need more items made from this place, it is going to cost you a devil’s ransom in gold
someone else in Sigil or beyond wants to go there too and you’ll need to pool your resources to open the portal
I’ve got an adventure outline, taking what I’ve learned from a year of Trophy Gold incursions, written by me, written by others, adapted from modules and turn it towards Outlands adventures.
Not as in, an Away Team but as in, a team that has been away for a while. There are plenty of reasons to have been out of the loop for a while. Here are a a few:
Armed Forces Service
Incarceration
Medical Cryogenic Hypernation
Shipwreck survivor
Pilgrimmage
Refugee
Whatever the reasons you were away, you’re back and either knew the other players from a past crew or job and now were put togther as a Freelance Team in Razornet’s app for enterprising freelancers on the edge of legality.
We’ll talk about what kind of game we want to see. Do you want to have all known each other from you previous enterprise? Maybe you all know each other from time in some Void Marine unit or all survived a shipwreck caused by a malicious alien intelligence…
Terran Mandate Envoy Team
You have just entered the system with a checklist in hand and a vague authority that might or might not be recognized by the governments in this sector. Can you bring the sector back to the bosom of Olde Earth’s government?
Do you want to?
Your commanding officer is jumping to another sector but will be back with the full weight of (TMB) Terran Mandate Battlecruiser Serengeti’s weapons and marines in a year (you hope).
We’ll discuss how your characters all feel about the Terran Mandate government and make an Engagement roll to see how well equipped you are to start. I’m thinking I’d make a roll or two behind the screen to know when the Serengeti will actually arrive and what state it will be in once it does.
Far Traders
Your team just jumped into this system in a rare ship equipped with an Event Horizon-Gate Engine, designed to harness the energy of black holes and turn that energy into jump-gate coordinates that will send you to another black hole near a different sector.
Naming starships is fun.
We’ll make an Engagement roll to see how the ship is doing and how valuable your goods are in the hold and move from there. You’ll stay in this sector for as long as it is profitable to do so before moving on with whatever you can carry.I love the idea of jumping to different sectors, each sector as its own chapter or book or season…
Scrappy
You are representatives in a scrappy government that wants to stay self-governed. Maybe it is a moon or a orbital station or a science station whose original mission has outlasted the government that put it there. Either way, you are a team looking to represent and stay independent in the face of powerful forces all around you.
We’ll look at the map, talk over the Sector’s situation and put your home in a spot that makes sense.
To the Table
I’m thinking about how I might use these SWN Sectors (I’ve got a few more in my drafts section that aren’t quite ready yet) and how I’d pitch those games. The Burned Over playbooks are looking really good to me and so many of SWN’s worlds are in various stages of apocalyptic decline/ascension. Air and water are still a big deal. I don’t think we’d have to change much to make that work.
I’m reading through my Traveller LBB and I’ve got some vague ideas about using that chargen to get background and then Burned Over Playbooks to show what kind of physical shell the character is downloaded into but that all might be too much work.
I’d rather just throw playbooks on the sector map, maybe make up a love letterish (article about Love Letters from a decade ago by John Harper…sure) engagement roll (like in Blades in the Dark) to see what kind of situation the players are starting in and get to playing.
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