Hello Folks!
I'm here to push and start up a 'Pure' Roleplaying experience in the form of Kingdom, a tabletop RPG from Lame Mage Productions!
What do you mean 'Pure'?
Well, Pure means it is all about the Roleplay. The mechanics of this game are minimal. There are no stats, no dice to roll. There is no GM, and there is no between-session prep. The individual introducing the game is also one of the players.
Lame Mage Productions? They sound familiar.
That's because they are also the minds behind the Timeline Generator 'Microscope', which I am also running on this forum. There are many similarities.
But Brayster, aren't you already running a game of Microscope? Running two different games at once sounds like madness.
This is very true. However, the critical point here is that I am no GM. For D&D and the like, the prep needed to keep the games going would make two different sessions an inexplicable mountain of hard work. But that prep does not exist here, once the rules are covered I am merely another player. The thread will move as steadily/speedily as the players in it.
Anyway, enough of my rambling
What is Kingdom?
Kingdoms Are All Around Us…
Groups are stronger than individuals. In a Kingdom, we can work together
to do great things.
But we may not agree what path our Kingdom should take or what it should
stand for. Can your vision of the Kingdom work with mine? Can everybody
get what they want?
Because if you’re part of the Kingdom, it makes demands on you too. You’re
pressured to do what it thinks is right. The question becomes: do you
change the Kingdom or does the Kingdom change you?
We Make Our Kingdom Together
A “Kingdom” is the game term for the community or organization that is the
focus of our game. Any kind of community works, and we’ll decide what
kind of Kingdom we want to play together. Our Kingdom could be…
… a frontier town in the Old West
… a colony ship crawling towards a distant star
… or the teachers and students of Sunnybrook Elementary School
Each of us will play a character who is part of the Kingdom. The Kingdom is
what ties our characters together. It’s the center of all our lives.
And Watch It Burn
The game is about seeing what happens to the Kingdom and the people in
it. How the characters change the Kingdom and how it changes them.
As players, we all have equal authority to influence the game. It’s up to each
of us to push the Kingdom in directions we find interesting.
What will our Kingdom do? What will it become? Will it burn or flourish? Will
it stay true to its ideals–our ideals–or will it become some twisted shadow
of our dreams?
The Kingdom’s fate is in our hands.
So what do the players do?
Basically, the players are all ranking members of a 'Kingdom'. This kingdom can be a Kingdom in the literal sense, but in reality, it can be almost anything. The Kingdom must be big enough to include 20-30 people, but there is no upper limit, the 'Kingdom' could include billions of people across an intergalactic empire.
The Story will move forward through one of three ways, CrossRoads, Crisis and Time Passes. Crossroads involve the difficult decisions the Kingdom must face to advance, laden with consequences for either choice. The crisis marker indicated how close the Kingdom is to going up in flames. A Time Passes indicates a need to prolong the situation and age up/ change characters.
Players will create characters who will fulfill one of three roles, Power, Perceptive or Touchstone. These three roles (which are changeable as play progresses) will be used in Roleplay scenes, which will help players determine which of the three progression markers should advance.
Each player will make their own character who will push to influence the Kingdom in some way. Each of these characters will have unique bonds with some of the others. They will each also possess one of the three roles, which they will use to influence the outcome of the Crossroad in some way. This can be obvious, a King might hold power, a minister might hold Perceptive and a priest may hold Touchstone. Or it could be less obvious, a weaker king may hold the love of his people (Touchstone), while a mob leader pushed for dramatic change by force (Power).
I will explain all of these things in much greater detail later on, but for now, I am looking to garner interest.
Here's Kingdom in a nutshell:
Crossroads
We’ve got our Kingdom and we’ve
got our characters. Now we’re going
to play to see how our characters
shape the Kingdom and how the
Kingdom shapes them.
As players, we’re going to confront
our Kingdom (and our characters)
with Crossroads: critical decisions
the Kingdom must make, decisions
that may change the Kingdom
forever. Does the Kingdom invade
its neighbor? Does it outlaw the
new religion?
Crossroads are the major arcs of
our game. They are the chapters of
the story we’re making. It’s our job
to make Crossroads that push the
Kingdom and the characters into
territory that interests us. Never
make a Crossroad that doesn’t
interest you! You might even
introduce a Crossroad that your
character dreads, but that you think
would be interesting.
Scenes & Cards
Before we see the final decision the
Kingdom makes about the Crossroad,
we’ll take turns creating scenes and
role-playing them together. We’ll
explore the Crossroad and see what
our characters think and do about
it. We might find out the situation
is a lot more complicated than we
thought.
Each of the three cards on the table
is a countdown. On your turn you
get to pick which to check and
move closer to completion. When
all the boxes on a card are checked,
we’ll pause and play to see what
happens.
When all the boxes on the
Crossroad are full, we play to see
what choice the Kingdom makes
and what the consequences are.
When all the boxes on the Crisis
card are full, we’ll see whether
the Kingdom survives the Crisis
or is destroyed. Characters may
flee the Kingdom.
When all the boxes on the Time
Passes card are full, there is a
break in the action when our
characters can rest and reflect.
Months or years will pass.
Roles
Each Role gives you a different way
to influence the Kingdom and the
Crossroad:
Perspective: You can predict
the consequences of picking
different sides of the Crossroad.
It’s your job to show us what’s
really at stake.
Touchstone: You decide how
the people of the Kingdom feel
and what they want. You can
instantly define the Kingdom
and show us how the people
react to what is happening.
Power: After seeing those
consequences and hearing
what the people want, you get
to decide what the Kingdom
actually does.
That doesn’t seem fair, does it?
Only Power gets to decide what
the Kingdom does? No, it isn’t fair,
but it might be balanced. Power
makes the choice, but Perspective
and Touchstone determine the
consequences.
Challenge & Overthrow
Eventually someone is going to do
something to the Kingdom that you
don’t like. You can do something
about it:
You can Change your Role if
you want a different voice in
the Kingdom or your old Role
doesn’t seem like a good fit
anymore.
You can Challenge another
character to stop something
they do or establish. If Power
arrests someone, bust them out
of jail. If Touchstone shows that
the people are angry, give a
speech to calm the mob.
But if Challenging them isn’t
enough–if you want to stop
what another character is doing
with their Role entirely–you
can Overthrow them and take
their Role for yourself. Storm
the capitol and take away their
Power.
But be warned: nothing can take a
player out of the game. A character
you usurp just picks a different Role
and keeps influencing the Kingdom
in a different way. Take away
someone’s Power and they might
return as Perspective and predict a
dire future…
Here's a review by someone who played with this games creator:
http://synanthropes.com/TCG/2014/01/19/gmotw-kingdom-and-narrow-roles/
I am looking for 3-4 other players, active forumers who are interested in the idea of a Roleplaying game without all the heavy mechanics and dicerolls. I'd like this game to be somewhat active, but I'd like to see how interest works out before determining that.
If you're interested,
Sign Up .
I will go into further details about pretty much everything as they become relevant, but I am also open to questions.
Posts
NO:
Tommy Madison will be arrested* (Auralynx)
The practices of the Order will be exposed to the Law (The Brayster)
- - - - - -
- - - - -
Player List:
1) @The Brayster
2) @Auralynx
3) @Smaggler
4) @Consul Vido
5) @enlightenedbum
Reserves:
PSN: TheBrayster_92
If you are certain this is what you want, I'm happy to sign you guys up.
And with that out of the way, welcome to the Forum! Be sure to read The Rules , and take a look at both Critical Failures and the rest of the Forums beyond. Don't feel afraid to contribute to/ask questions about the topics you come across, this is one of the friendliest communities there is!
PSN: TheBrayster_92
Neat enough for me to bug you to expand it to six, even. If the game works for that many, at least.
Don't count yourself out though, you could still be in, I just need to hear more from frax and Consul first.
PSN: TheBrayster_92
In the meantime, how about we move on to potential ideas for the Kingdom we are going to run. Everything we do centers on the Kingdom, so this is important. A 'Kingdom' is any state/group/organisation etc that can be composed of 30 people through to Billions. It is something that needs to be shapeable, that will have to make serious decisions that will impact the lives of anyone considered a part of it. If you have no particular preference, you are free to tell us anything you DON'T want to see. It's important we play a game we're all interested in.
Here are a couple of basic genres that the kingdom can fit into: Medieval (including Fantasy), Sci-Fi, Real World, Historical Period.
I'd like everyone to state what genre they want the Kingdom to fit in. If you have any ideas for a Kingdom, you are free to submit it. I have a long list of 'seeds' for potential kingdoms if anyone would like to see them.
Personally, I would quite like to play a literal Medieval Kingdom (Fictional, but Fantasy Optional).
PSN: TheBrayster_92
However, if you are still unsure, I could move to the reserve list and watch the game for a while to gain an idea of the pacing and posting requirements, possibly joining in later.
If I'm in, I will cast my vote for either medieval fantasy or sci-fi.
Edit: I'm very much a fan of "science fantasy" as well, if that is an option.
Genre: Dragon Illuminati, controlling the world from behind the scenes.
Man, where were you for Microscope? :P
Oh, OK. I'll withdraw that proposal for some variance then.
Yeah, y'all do what you like, I was just needling ebum out of phalla-formed habit.
Put me in the queue if there's another go-around of this, and have fun.
So Eberron minus the steampunk elements?
Eberron has steampunk AND Dragon Illuminati? Why I am not using this setting?
When I get home from work, I'll link some potential seeds based on these choices, so we can go over some details.
PSN: TheBrayster_92
It is the best D&D setting. Full stop.
Put me down for Medieval (fantasy) Kingdom if I'm playing.
"Things Man Was Not Meant to Know" manipulating events from behind the scenes through proxies, minions and cultists?
Dark Sun is great. Best of the classic settings. But it doesn't have mystical Dragon Illuminati, lightning rail trains, industrialized magic, corporate espionage, noir/Holmesian mash-up mysteries, Godfather-like mafia, James Bond-style spy espionage, courtly intrigue, Indian Jones-style pulp adventure, kingdoms of monsters, a kingdom of the undead, actual Nazis, multi-dimensional Cthulhu-esque threats, magically constructed androids, psychic North Korea, a blasted nuclear strikezone filled with strange mutants, for real conspiracies...
I love me some Eberron. I regret I never got to sink my teeth all the way in cause my players never made it past heroic levels. It was a buffet of adventure and campaign ideas. Ah well.
Not only does it have legs, it has wings.
The tone is up to you guys. I personally am a fan of a more serious style of play for Kingdom, so that the Crossroads can actually provide some party conflict and difficult decisions. (Unless we specifically pick a seed that implies a certain level of comedy and/or silliness, then I'm game).
Ok, I promised some seeds relevant to our interests. These take a lot of pain out of debating the specifics of a Kingdom before we even start (The 'Personality' of our Kingdom is mostly formed by what we do with it as we play). We're still free to change these to suit our tastes, or come up with new things completely, however I would like to pick one and keep close to it for ease of set up. Each of these contains a couple of fully customisable paragraphs of descriptions and background.
Illuminati (well, as close as the printed material gets):
Eye of Osiris:
more. They crave that serenity that comes from seeing beyond the veil, from
knowing that their destiny is written in the stars and they are watched over
by higher powers beyond this mortal coil. That they have a special place in
the universe. That they are special.
The Eye of Osiris (or more formally “The Illuminated Order of the Undying
Eye of Osiris”) is an exclusive fraternity of high-society elite who fancy
themselves mystics, believers and truth-seekers in the cosmopolitan 1920s.
Membership is discreet but not secret, per se. At some parties it might be
quite fashionable to brag that you are one of the few.
But are they true believers, idle rich who dabble in mysticism to wile away
the boredom, or charlatans putting on airs to fleece the unwary? Is it merely
a pretentious social club or a doorway to true power?
Sci-Fi:
Battleship Orion:
to start a new life beyond the stars. Can the refugees find a world to call
home, somewhere far away and safe from the enemies who would destroy
them? Or will they turn against each other and extinguish the last hope for
humanity?
The Kingdom is the entire Fleet, a chaotic mix of civilian and commercial
starships that were lucky enough to escape the destruction of the Colonies.
Their sole protector is the warship Orion, the last (known) survivor of the
mighty Colonial armada.
Lost in Luxury Space:
malfunction, hurling the vessel and all her passengers and crew into
unchartered space.
But why let a disaster ruin your vacation? After all, if your cruise ship
malfunctions and you are lost in space–for months or even years–aren’t you
technically still on vacation? You paid for a cruise. And until the ship reaches
its destination, you are a passenger and guest of the cruise line.
So have a tropical drink, soak up some artificial rays and relax! Swim in the zerogravity
pool! Dance the (eternal) night away in the Grand Nebula Ballroom!
Play shuffleboard!
What about fixing the ship? Finding a way back to civilized space? That’s a
job for the crew. That’s what they’re paid for.
The Kingdom is the ship and everyone on board. That includes passengers
and crew. Successfully finding your way home would, of course, end the
game and dissolve your Kingdom.
Partisans of Rigel IV:
home, but then the invaders came and took their world away from them.
Now life in the colony goes on, but the people live and work under the
watchful eyes of their new alien masters.
But some refuse to kneel. A secret group of partisans continues to fight back
against the occupation, risking everything to strike the invaders where they
are weakest. The odds against them are staggering. Can they win? Or are
they just delaying the inevitable? Will the day ever come when the rest of
the colonists rise up and cry “For Rigel! For Freedom!”?
Medieval/Fantasy:
Banner of the Black Serpent:
for the realm. As a reward for the blood they shed, they were granted
lands, strongholds and the right to bear arms in the realm, yet they stand
beholden to no other lord.
Now they are an army apart from the normal feudal hierarchy. Do they
protect the throne that rewarded them? Or do they sell their swords to the
highest bidder? Do they fight for gold, glory or the honor of the Banner?
The Kingdom is the order of knights and all their men-at-arms and
associated servants. Their holdings are inside the realm they fought for
(a feudal kingdom with a lower case ‘k’), but in play you will explore the
decisions and fate of the Banner, not the realm around them.
Dwarf Mountain:
forefathers, mining and toiling to rebuild and claim glory anew.
But hard-won gold is hard-kept. There is treasure in abundance, mounds
of gold and jewels from the dragon’s horde, stolen from the dwarves of old
and now returned to their descendants. Treasure enough to slake even the
lust of dwarves… or fire their greed and fear of thieves within and without.
No doubt even our sworn allies and neighbors secretly covet the riches of
the Mountain King…
Eshbal, The Door of Hardship:
famed and feared ‘Door of Hardship’. Its nom de guerre is well-earned: the
city is both gateway and guardian, protecting the gleaming civilization
of the Empire from the “barbarian” lands beyond. Its twisted streets and
magnificent plazas welcome travelers and spices from far-off lands, but its
looming walls declare in no unclear terms “behold the might of the Empire
and despair!” It is the sieve that lets in wealth and riches but bars enemies
like a wall of iron.
The road that runs through the city and into the heart of the Empire
bustles with caravans guarded by swaggering warriors, palanquins bearing
emissaries to or from distant lands, and travelers of all kinds: the haughty,
the hopeful and the humble. A beggar sitting in the dust will witness a
thousand miraculous sights pass through its gates before the sun climbs
to noon. The Empire is a refined culture, united in its worship of the Lord of
Fire (the one true god who gave His Word to the seven Prophets, but whose
face has never been seen), but in barbarian lands a myriad of other religions
and cultures vie for dominance.
The Kingdom is the city, not the Empire as a whole. The city is ruled by a
Byzantine bureaucracy of ministers, magistrates and captains, all of whom
serve the distant Emperor. On paper, no one official rules the city, but
practice is another matter.
Other Seeds that could be interesting:
Banana Republic
on one crop: bananas. They are harvested at plantations and carried to the
port where they are loaded on foreign ships and sold in foreign markets
by foreign companies who pocket the profits. The military, the corrupt
politicians and the wealthy landowners are paid huge kickbacks to keep
those profits flowing out of the country.
Foreign dollars build railroads, better ports, better military bases: everything
they need to keep the profits flowing efficiently and keep the country under
control. There is one major city, the capitol, which is also the port where
exports flow out to fill foreign coffers.
That foreign money keeps the elite in power. The people? They get next to
nothing.
That’s a banana republic. The bananas must flow.
For the US of A, it’s a win-win: an American company makes a lot of money
and (with a little help from the CIA) makes sure that the people in charge
are pro-American, not some Communist beachhead fermenting South of
the border. But if the Revolution came and the Communists did take over
and free the workers from the shackles of their oppressors, would they really
have the people’s interests at heart? Or would it be just another puppet
regime with someone else pulling the strings?
The Kingdom is the country and the people who are part of it, from the
wealthy regime to the poor workers in the fields. It also includes the
American businessmen in the country and CIA advisors assigned to keep
the country in friendly hands because they are all committed to the fate of
the Kingdom and the decisions it makes.
Lost Legion
who hunger for Roman blood…
The Romans came to fight and support foreign kings who swore allegiance
to the Empire, but those allies have fallen and their armies are scattered,
leaving the Romans with no friends or safe harbor. Villages and towns that
gave the Legion welcome and shelter before are twice as vehement in their
refusal now, all the better to prove that their allegiance is with the victors.
But even though they are hemmed in by danger on all sides and facing
overwhelming odds, the might of Roman steel remains unconquered, for
now. Can the Legion march home, hewing a path through a sea of foes? Or
must it seek alliance and sow division between its many enemies? Or will
the once-proud soldiers give in to despair and let their standard fall into
the mire?
The Kingdom is this one Legion, originally five thousand soldiers strong, cut
off from their homeland. It could take years for them to return to Roman
territory, if they return at all. Your game could be a running battle as they
march back to Rome or a century-long epic of the colonies the legionaries
and their ancestors build or conquer along the way.
Winterhooks' School for Wayward Wizards
born too and without guidance they can grow up to be darkly-perilous.
Winterhook’s is a school to mentor and shape these young magicians, to
keep their idle hands from becoming a devil’s playground. It is hidden away
from the mundane world, a mystical sanctuary where students can learn to
safely master their Art before it becomes their undoing.
At least that is the claim. A less charitable interpretation would be that it is
nothing more than a prison to protect the mundane world from the horrors
these fledgling wizards might become. What is the truth? Is it a school or a
prison? Or does it start as one and become the other?
The Kingdom is the school and everyone in it, including the teachers,
students and servants of both the mundane and far more arcane variety.
PSN: TheBrayster_92
I'm a personal fan of Banner of the Black Serpent, Dwarf Mountain and Banana Republic myself.
PSN: TheBrayster_92
I also like the Lost in Luxury Space. Seems like a great opportunity for some dark comedy.
It was actually HILARIOUS. Those people never made it home, and you'd be surprised how one can gain access to Alcohol when the booze has long run out...
PSN: TheBrayster_92
Dwarf Mountain
Winterhooks' School for Wayward Wizards
Eshbal, The Door of Hardship
Banner of the Black Serpent
Battleship Orion
Winterhooks School for Wayward Wizards is totally not Hogwarts, I swear.... Honest. Definitely.
PSN: TheBrayster_92
Edit: Also the end of Harry Potter. Basically Dumbledore was a manipulative asshole. The end.
It's more appealing to themes that people like and saying 'So, you and your friends run 'X', what happens?'. It's merely thematic inspiration.
But that is fair comment.
PSN: TheBrayster_92
But then only ever twelve plots in all of fiction, etc.
So I will go with Banner of the Black Serpent and Lost in Luxury Space.
PSN: TheBrayster_92