Moons of Leviathan: Space Drugs

Inspired by the Visions of Death move in Apocalypse World: Burned Over in the Volatile playbook and in Apocalypse World 2nd Edition in the Battlebabe Playbook.

Moves are gained through using technology.

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.

“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

True Sword, a networked blade with an AI embedded in its core.

Link to t-shirt

Knife Fights in Space t-shirt, all profits go to the Trevor Project

Training and Moves in Moons of Leviathan

Riding a wave of inspiration from Morgan, we’re playing Traveller(ish). We’re using the skills as a way to resolve conflicts using Apocalypse World moves. So far it is working

What about skill improvement?

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:

“Muad’Dib learned rapidly because his first training was in how to learn. And the first lesson of all was the basic trust that he could learn. It’s shocking to find how many people do not believe they can learn, and how many more believe learning to be difficult.”
Frank Herbert, Dune
When your character wants to train, either gaining a new expertise or improving an established skill, talk to the Referee about the people who offer such training.
Then the Referee will tell you 1 to 4 of the following:
[ ] It is going to take X weeks/months/years of consistent training
[ ] First, you will have to hire a tutor through [an in-game faction]
[ ] You will need X to help you with it.
[ ] It is going to cost dearly.
[ ] There is ancient tech that is said to condition the brain in this manner.
[ ] You’re already the best in the sub-sector; you’ll have to venture deep into the void or take on a massive under-taking in order to improve.
[ ] It is illegal to train the brain in such a manner; you will be risking imprisonment, excommunication or worse.
[ ] Those who safeguard these training methods are rigid in their orthodoxy and will guard them dearly but there are always rebels and heretics at the fringe of the worlds…
Once your training is complete you can add the skill to your sheet or increase the skill you already have. The Referee will tell you what you will need to do to keep this skill sharp so that this expertise does not become covered in rust and decay.

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

Can you get a mask with this on it?

Yes, you can. LINK

Moons of Leviathan, Session 1, Remembering Morgan

That game was special and strange. Thank you, Sean and the Actual Play team. Thank you to everyone in chat.

Thank you, Morgan, for the cool character and cool everything. Thank you for continuing to inspire us.

Ithaca Station’s True Sword

That is exactly what we did, Morgan. There was a duel out on the ship’s hull, in the void of space under the baleful glare of the Leviathan’s eye.

I think you would’ve loved it. What you made and you inspired us to make was too cool for one session. We’re going back.

Revisiting Planescape

I’m running a Planescape game tonight using the Bingo XP Variant and Five Torches Deep and here’s what I sent to the players and a Portal move inspired by AW: Burned Over.

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.

But first an adventure…

Thank you for playing.

Image by Peter H from Pixabay

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

Inspired by Tinkering in AW Burned Over by Meguey and Vincent Baker et al.

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.

Incursions for Trophy Gold? Here ya go.

What the eff is Trophy Gold? We’ve got a podcast all about that.

Putting SWN Sectors to Use

Stars Without Number written around a black hole.

Razornet Away Team

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.


Original picture from 12019 on pixabay


If you’d like to see more designs like this please check out the Science Fiction Collection…

https://shopofjudd.threadless.com/collections/science-fiction