Unsure if I wrote about it elsewhere, I want to document it before I forget, my epic.
The City, Built of Wood, sometimes with basements of stone, to house the furnaces, or shore up the property against fires, or in rarer cases, whole buildings of stone and a crude form of cement, was a great place of commerce and trade, but also poetry and crime.
Sometimes both.
Players were the street kids of the city, born and raised in the backalleys to illegitimate women or worse, they were raised to fend for themselves, and their gang.
Over the first session, players are instructed as to their gang, they participate in the naming of their gang and their rivals. They form an understanding of their world, through its creation. Once its established, then, they are unleashed unto the world.
The Concept was getting players used to playing Rogues, either as primary or secondary classes. They sneak through the streets, half at night, they run across rooftops, they shimmy down gutters or climb into wells, sometimes, slithering up latrines at gain access to the buildings, so their brethern can steal in, and clean out the silverware.
Players soon learn, that, its all well and good to playing theives, but then there are things like dues to the guilds, other gangs, rivals, rogue rogues, all on top of living in a city that just doesn't quit, suburbian nightmares, all manner of people just trying to get by.
Then, there is the politics. gangs and rival gangs, follow the rule of the king and queen of the theives. Rivals unto each other.
Do players try to gather enough wealth to get out? or enough clout to hold their own? or push forward into other ganglands to claim a large chunk of pie? or worse/better attempt the long gamg and try to take down the king.. or the queen? Or some weirder wilder game of cat and mouse with the militia?
Some say, the longest game of all, is to rise above it all and become a politician, the highest rank of theif there ever was.!
Then, throw in a handful of mages, a bucketload of priests and thier whole gang/rivalry system, the flow of heroes coming and going from the city, soldiers pushing on to the war. Its all happening in Moscow.. and underneath too.
Now, your intrepid gangs have to deal with, not only the gangs in the standard four directions, but also with gangs that can rise up from underneath. BUT, that also means, with a little reconnaissance, the players can find smaller weaker gangs, and take their territory faster, or, just as easily, sneak into a territory, shake down a merchants house, and be gone before the nobbies or the bullies have even blinked, worse for them, any number of hundreds of gangs could have been responsible.
This also means, low hanging fruit in your own territory could be raided before you know it, worse, big hauls, which might have taken weeks to plan for, get pulled out from under your players feet..
On the other hand, there is a greater number of ways of making a legitimate path work, in a number of emerging busineses, logistics, courier work.
And, as a last resort, players wanting 'out' might accidentally be standing at a travel portal, on the wrong day of the month, in the wrong season, when a layline passes over, and get teleported to a whole different continent, or worse.. whole different world.
The Streets and Lives of Dark Moscow.
The City, Built of Wood, sometimes with basements of stone, to house the furnaces, or shore up the property against fires, or in rarer cases, whole buildings of stone and a crude form of cement, was a great place of commerce and trade, but also poetry and crime.
Sometimes both.
1812, Smirnovs 'Moscow Fires' a great setting for Roleplay |
Players were the street kids of the city, born and raised in the backalleys to illegitimate women or worse, they were raised to fend for themselves, and their gang.
Over the first session, players are instructed as to their gang, they participate in the naming of their gang and their rivals. They form an understanding of their world, through its creation. Once its established, then, they are unleashed unto the world.
The Concept was getting players used to playing Rogues, either as primary or secondary classes. They sneak through the streets, half at night, they run across rooftops, they shimmy down gutters or climb into wells, sometimes, slithering up latrines at gain access to the buildings, so their brethern can steal in, and clean out the silverware.
Players soon learn, that, its all well and good to playing theives, but then there are things like dues to the guilds, other gangs, rivals, rogue rogues, all on top of living in a city that just doesn't quit, suburbian nightmares, all manner of people just trying to get by.
Then, there is the politics. gangs and rival gangs, follow the rule of the king and queen of the theives. Rivals unto each other.
Do players try to gather enough wealth to get out? or enough clout to hold their own? or push forward into other ganglands to claim a large chunk of pie? or worse/better attempt the long gamg and try to take down the king.. or the queen? Or some weirder wilder game of cat and mouse with the militia?
Some say, the longest game of all, is to rise above it all and become a politician, the highest rank of theif there ever was.!
Then, throw in a handful of mages, a bucketload of priests and thier whole gang/rivalry system, the flow of heroes coming and going from the city, soldiers pushing on to the war. Its all happening in Moscow.. and underneath too.
The City-underneath (expansion)
At one point, some mage discovered the city was built on some of the most powerful leylines of travel magic, and they harnessed the magics to create a passageway for the nobles, well it didn't take long for the nobles to realise they could profit from the transport of goods and people, and the whole thing became a freeforall, Now the 'City-Underneath' is used by the common folkNow, your intrepid gangs have to deal with, not only the gangs in the standard four directions, but also with gangs that can rise up from underneath. BUT, that also means, with a little reconnaissance, the players can find smaller weaker gangs, and take their territory faster, or, just as easily, sneak into a territory, shake down a merchants house, and be gone before the nobbies or the bullies have even blinked, worse for them, any number of hundreds of gangs could have been responsible.
This also means, low hanging fruit in your own territory could be raided before you know it, worse, big hauls, which might have taken weeks to plan for, get pulled out from under your players feet..
On the other hand, there is a greater number of ways of making a legitimate path work, in a number of emerging busineses, logistics, courier work.
And, as a last resort, players wanting 'out' might accidentally be standing at a travel portal, on the wrong day of the month, in the wrong season, when a layline passes over, and get teleported to a whole different continent, or worse.. whole different world.
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