Z is for Zachary Connor and Zhijian Mei #AtoZChallenge

Cigarette packet I made for Zachary, ca. 1900

Cigarette packet I made for Zachary, ca. 1900

I wrap up my A to Z gaming adventure with two wonderful characters from a GURPS Steampunk game Scott ran back in 2002—possibly the first game he ran, although I’m not certain of that. I’ve already written about my intricately detailed character backgrounds, and Zachary Connor certainly had one. Janica created a wonderful background for her character as well. I forgot until researching for this blog that both characters’ names started with a Z. How fortuitous! I’ve shortened the description for reasons of space, leaving out Zhijian Mei’s history before she met Zachary, although that part is fascinating (illegitimate daughter of a Scottish engineer in New Mexico and a Chinese laborer named Jian Ying, born in 1883).

The cousins [in New York] were aware that Ting Mei wasn’t full-Chinese, but they felt honor-bound to Jian Ying to care for her daughter. Cong Xi was an herbalist; his wife a cook. Ting Mei was no longer the vivacious, happy spirit she once was. She was silent and sad, carrying her secret guilt about her father’s death.

Ting Mei continued to learn, now from her cousins. She learned to write by labeling the containers of Chinese herbs. For five years, she studied the herbs and foods of her mother’s people.

Cong Xi never asked Ting Mei about her parents; it was of no concern to him. He knew his duty to honor his family, which was of utmost importance. He expected Ting Mei to honor him as a father, and when her willfulness began to show once again, he was quick to reprimand her.

The pressure of the strict life under Cong Xi, coupled with the extreme guilt Ting Mei felt about her father, finally caused a breakdown for the eleven-year-old. In a fit of tears and shouting, Ting Mei revealed the truth as she understood it: She had murdered her father. Details weren’t necessary. The horror of her action was enough. Cong Xi immediately turned her out onto the street—the shame and dishonor of Ting Mei’s actions was beyond anything he could allow for his family.

Ting Mei felt that it was no more than what she deserved. She lived as a beggar, scrapping on the streets. Word was that money could be made at the baseball stadium, if you could get enough of a concession to sell. It was illegal without a vendor’s license, but after two years of straightforward begging, it seemed a solid opportunity to Ting Mei. She’d learned to steal as needed, so she managed to score a tray of peanuts from an inattentive (but licensed) vendor.

Ting Mei actually enjoyed the stadium. There was green grass and blue sky and cheering people. They looked at her without pity or disgust—they just looked at her as a servant—infinitely better. She was bolder, more confident with money in her pocket, when the very vendor she’d stolen from caught up with her. His apoplectic rage terrified her. “It was only peanuts!” she stammered ash he grabbed hold of her, shouting vile obscenities. Ting Mei had seen this sort of thing on the street, but she had mostly been able to avoid such conflicts. As she trembled in the harsh grip of the enraged man, she realized that one of the players had left the field and was coming toward them. She watched silently as the tall, strong man calmly extricated her from the vendor’s grip. Her shock that a complete stranger would act so kindly toward her amazed Ting Mei. Without her knowing quite how, the man had solved the problem. The vendor was gone, and she was sitting quietly with a cool drink and hot meal before her. Gratitude shone from her eyes.

“My name is Zachary. What’s yours?” he asked.

“Ting Mei.”

“Ting Mei. That’s pretty. It suits you.”

As the food and drink worked their magic on her empty stomach, Ting Mei relaxed. She spoke less guardedly than she had in years. There was kindness in Zachary’s eyes, kindness like her fa—

Softly, Ting Mei began to cry.

“Hey! No, no. Don’t cry. It’s ok now. You’re ok,” Zachary awkwardly tried to comfort her. Ting Mei continued to sob, but she tired to stop, for his sake. He looked so uncomfortable, so upset by her tears. And he’d been so kind to her; to repay him like this was wrong.

Zachary learned that Ting Mei had no place to stay, that she’d been on the streets for years. He couldn’t bear the thought of this delicate young woman subjected to the horrors of street life, and offered to take her home with him. Ting Mei gratefully accepted.

For weeks, she lived with Zachary. She cleaned the flat, cooked for him, shopped (or stole) for him. She managed to procure a large amount of his favorite beer. Ting Mei cooked a fine meal, and liberally refilled Zach’s glass. Zach was getting drunk, and Ting Mei was flirting with him. She was drawn to him, to his gentleness toward her, and she knew that she owed him for all he’d done for her. He’d’ given her a warm bed—shouldn’t she share it with him?

Ting Mei loved Zach as only a thirteen-year-old could—obsessively, wholeheartedly. He was her whole life. She had told him everything of her past. Zach held her tenderly as she cried, explained that it wasn’t her fault—merely an accident. He never convinced her, but Ting Mei knew that he loved her in spite of it all, and that was enough.

Ting Mei and Zachary had only one argument—his gun. As a policeman (baseball players didn’t make enough to live on, and most had other jobs), he always carried a gun. Ting Mei had long since vowed never to touch a gun again, and she feared for Zachary. After one particularly heated argument, Ting Mei stormed out of the apartment. It took her a long time to go back. She loved him, after all. And If he could love her with all her terrible history, couldn’t she love him in spite of his carrying a gun? It wasn’t like he’d killed anyone with it.

When Ting Mei returned to Zachary, he was in bed with another woman. The betrayal was beyond anything Ting Mei had ever felt. She ran from the place, never to return.

The next few years were spent back on the streets. Ting Mei was dead—she no longer felt graceful and lovely. She felt cold. Never again would she be so hurt. She wouldn’t ever be so vulnerable. With firm resolve to survive, she changed her name to Zhijian Mei, “firm in spirit,” and did whatever it took to live.

 In 1901, Zhijian Mei was eighteen. She’d heard about the new airships, and she was determined to get on the one headed to San Francisco. The thought of an adventure and a new start was enticing. Tickets were impossible to obtain (by legal means), and she didn’t relish the idea of stowing away for a transcontinental journey. Zhijian Mei learned of a wealthy couple who had bribed their way into obtaining two tickets. She made sure that their cook would be unable to show for work, and applied for the newly open position. Pleased with the exotic cuisine Zhijian Mei created, they hired her full-time. Zhijian Mei had kept up with her study of Chinese herbs as she could, and she created a Chinese feast laced with enough medicine to ensure undisturbed sleep for the master and mistress of the house. Sure of their slumber, Zhijian Mei stole their tickets. She sold one of the tickets on the street to enable her purchase of the fine clothes she would need to travel on the airship without being questioned. Zhijian Mei was ready to leave her old life behind her.

Of course, Zhijian Mei met up with Zachary in the adventure.

Thank you so much for journeying through the alphabet with me! I hope, if you were unfamiliar with gaming before, that you learned a new appreciation for it.

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X is for XP #AtoZChallenge

+rpg_think_of_the_experience_points_teddy_bear40672854Of course X stands for XP. That’s a little bit of cheating, since it’s really “experience points.” Experience points are the method in Pathfinder and Dungeons & Dragons (and other games, I’m sure) for increasing in skills and abilities. We get points for killing monsters, completing quests, and various “story awards,” depending on the gamemaster.

As players, we certainly don’t want our characters to remain static (just like in real life). As we adventure, fighting monsters, taking their stuff and negotiating with non-player characters, we learn and grow. I think most roleplaying games have some method for advancement.

If you’re interested in the origins of experience points, I found a useful video on who invented them. And more than you ever wanted to know about them can be found in this thread on Role-playing Games Stack Exchange. Another thread at RPG Stack Exchange refutes what is said in the video, saying that Chainmail had no XP system, that it began with the D&D “white box.”

Wherever it came from, experience points provide a way for the gamemaster to focus players’ attention on a particular quest, and allow characters to improve their skills so they can fight meaner and more über bad guys.

Do you feel you’ve gained a level from reading this post? Share in the comments below!

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T is for Telling Stories #AtoZChallenge

my other hobby ii

my other hobby ii (Photo credit: Laenulfean)

The whole point of this month’s journey into my world of roleplaying gaming is telling stories. Whether it’s mildew emanating from the wet dungeon walls or swashbuckling paragoblins dueling to the death, hacking and slashing through ranks of gnolls or parrying and thrusting with clever words, the shared story is the thing.

Roleplaying is a unique form of game in this respect. A group of people build from a starting premise concocted by the gamemaster (or found in a purchased adventure book), each adding her or his own personal touch to the experience. No two gaming sessions, even with the same printed adventure, will be the same. A party consisting of all gnomes will be quite a different party than one mixing a half-orc barbarian, an elf ranger, a human bard and a tiefling sorcerer. Each character/race combination brings special skills and abilities, just as each player does.

I’m a fiction writer, so when I play a game, I like to keep up with what happened each session. In the past, I kept a running log using a (tape, later digital) recorder and transcribed them. That sounds a bit obsessive to me even now, but I saw it as a way to preserve the story, to relive good times with close friends in the future.

If you’ve never played a roleplaying game before, don’t dismiss it out of hand as something only for children. Especially if you like story, you should join the group creative experience. You’ll have a great time!

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L is for Leviathan: Adventures in the World Sea #AtoZChallenge

One of my favorite games of all time has to be the Leviathan campaign, run by my friend Scott. It’s probably one of the longest campaigns we played as well. As Scott described it in his original document from 2003, “Adventure in a world of merchant princes, pirate treasure, ancient ruins, noble orders, and the all too ready death that lurks below the surface of the world sea.” The campaign had a swashbuckling, Renaissance feel to it, personified by my character, a bard named Rafael Ceurdepyr (about whom more in R is for Rafael).

The rules we used included action points, a number of points usable to reroll low dice results or perform amazing stunts; low magic; starting backgrounds, such as aristocrat, criminal, rascal, soldier, street rat or student; lives, meaning each player began with 1d4+2 “lives,” representing “your chances to cheat death and recover from wounds that would otherwise be fatal,” although only the gamemaster knew how many lives the character has; and gunpowder weapons. Races allowed were humans, the predominant race; half-elves; goblins; paragoblins, which was Rafael’s race, resulting from a human-goblin interbreeding; and ogrun, somewhat similar to half-orcs.

House Rayale

House Rayale

Here’s Scott’s description of the present world, 2500 years after the great Cataclysm:

Seven Great Houses and the Parliament govern the Archipelago Concord States.  The Seven Great Houses are more businesses than aristocratic dynasties, although they are that as well.   A merchant patriarch, who speaks for the House and sets policy, rules each.  The House Rayale is the largest and most powerful, being the house that successfully crossed the Sundering Sea, it now enjoys a near monopoly on trade in Dwarven made goods.  The House Merlyean is the next most powerful, and the primary maker of ships in the Human-Goblin controlled States.  The House Grumalaniakin is the only Goblin Great House, it is the primary source of chemical substances, dyes, medicines, and plant based oils.  The Sunrod House controls the few mining operations in the Shallow Sea, as well as most of the heavy industry, it is the arch-rival of the House Rayale.  The most peaceful house is the Granmar.  The Granmar House controls the most land, and manages the vast agricultural lands of the larger islands.  The House Hienter specializes in fishing and harvesting the sea while its major ally,the smallest house, House Ferinne deals in light industry and various types of trade. 

The houses are a constantly shifting battleground.  Rarely does it come to outright war, but each house maintains its own militias and armed fleets.  They vie for power over the lesser houses, the city-states they do not control out right, and the Trade Guilds.  Espionage, assassination, betrayal, and subversion are the common tools of the merchant patriarchs.

The Parliament serves as a check on the Great Houses, although a small one.  Given the power to tax and regulate trade the Parliament sets tariffs and grants rights to shipping lanes, new islands, and various other resources.  These various sets of licenses and taxes serve as fertile ground for pirating and smuggling, for there is always profit to be had in skirting tariffs.  This is a trade and tactic well known to the Major Houses.  The Parliament is made of the Lesser Houses, most of whom rule the city-states or various subsidiary industries for the Great Houses, the major guild representatives, and officials from the Faith of Alyander.  The Elven Fleets also send representatives, always human in their hire, to Parliament to speak on their behalf, but they have no formal vote.   The Parliament meets once every three years, at which time it elects a Prime Minister and a Cabinet who do most of the business of Parliament.  Admission to Parliament is made by petition to Parliament based on societal influence and must be ratified by a majority vote.  That rarely happens

The main islands of the ACS are the Six Sons, a chain of large islands all but completely dominated by the Great Houses.  At any given time there are as many as 100 smaller islands, some equaling the smaller of the Six Sons down to a few miles across, that are also nominally controlled by the ACS, its companies, houses, or members.

Outside the ACS, within the Shallow Sea, are several Freeholds, the largest of which is Nan.  It, and others like it, are seen as pirates and outlaws by the Great Houses, but are often employed in their schemes. In reality Nan and its fellows are haven for free enterprise of one sort or another, at best, and petty slaver kingdoms at worst.

The Dead Isles are the remains of the Gnome Republic.  For generations no one lived there. In the last 100 years they have been colonized, but little is known about them in the ACS.

The Elf Fleets travel the world, never allowing a member of another race to travel beyond the Shallow Sea with them.  Occasionally large fortress-towns enter the Shallow Sea, and rumors of larger ones remain.  The elves are on friendly terms with many of the freeholds as well as the ACS.  Captains and Admirals govern them, in a semi-informal military structure.  They never set foot on land voluntarily.  When elves set foot on lnad involuntarily it usually precipitates into suicide, both of the elf in question and the town or ship that harbored his tormenters.  Elves are as fierce as any when it comes to dealing with pirates, but they will in no wise tolerate being taken to land. To force an elf to land is to invite the wrath of every elf in the Shallow Sea, and perhaps beyond.  Many wise men know to leave the elves alone if they wish it, but only fools ignore them.

The Dwavenholms across the Sundering Sea are dug into the Last Land and are vast and ancient.  Their rule, customs, and laws are largely unknown to the human culture, and only speculations are possible.  Some form of clan and guild hybrid rules, dominated by great Patriarchs and Keepers of Tradition.

There are many small islands that are home to tribal cultures at the edges of the Shallow Sea.  Most of the races there are Human, Orc, or Goblinoid.

What’s your favorite campaign of all time? Comment below.

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H is for Horror Gaming #AtoZchallenge

Fountains Abbey

Fountains Abbey (Photo credit: Jon Pinder)

“[Horror fiction] shows us that the control we believe we have is purely illusory, and that every moment we teeter on chaos and oblivion.”― Clive Barker

Fantasy is not the only genre represented in roleplaying. Probably my favorite genre is horror gaming, as you know if you read my post C is for Call of Cthulhu.

Any game can have elements of horror. In fact, it could be argued that by definition Dungeons and Dragons is a horror game, because of the presence of the classic monster tropes such as vampires, ghosts, specters, werewolves, ghouls, skeletons and zombies.

But a horror game is distinguished by its tone. The typical D&D game is about wading in and dispatching the monsters as quickly as possible, without any sense of fear and trepidation. A gamemaster running a horror-flavored game sets the tone by emphasizing the atmosphere, by engendering uncertainty in his players about the outcome of their characters. If he knows his players well (and depending on the level of trust in the group), he can prey on their fears by including certain triggers in the gameplay.

Many of the horror games in which I’ve played have been set in modern times: Call of Cthulhu, The Dresden Files (maybe not entirely horror), and Unknown Armies come immediately to mind. In these games, the character doesn’t usually have amazing strength or dexterity. Although she may have a limited power or ability, she’s more vulnerable and thus more susceptible to the loss of control mentioned in the Clive Barker quote.

What do you find scary in a roleplaying game? Did I leave out your favorite? Comment below!

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