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Immaryln The Great

Last night [in 2005, mind you], I was working through a game I’d like to run– several times, in different systems. I’m not sure where I’ll wind up, but I’m interested in finding out.

Core Concept: Historical feeling, low magic fantasy fiction. (Deryni, Time of the Dark, and Tigana are all models.) The players will be important members of society– princes, dukes, and their heirs. A few game styles are also possible.

  • Leading Lives— the PCs are the elite of the Kingdom, and have a bond to each other. Meanwhile, others undermine the Kingdom– for greed or other reasons. The PCs cooperate at keeping the Kingdom together, preventing secession, assassination, and conquest.
    • Lord Burtley’s Retinue— a noble and his retinue solve the kingdom’s problems, as spies and secret agents
      • Power Politics— the PCs all play powerful influences at the Kingdom level, competing to influence the King. Several parallel mini-games; low priority.

Similarly, a few game systems suggested themselves– none quite right, but several very close– or just requiring a little pruning.

Your Role in the Kingdom

If you want a random rank, roll 1d6. Otherwise, pick whatever you feel will be most interesting to play.

1: Princ(ess)

2: Duke

3: Earl

4: Baron or King’s Bastard

5: Knight or Noble’s Bastard

6: Non-noble (aide de camp, Sergent of the King’s Guard, etc.)

For Random birth order, roll 1d4 as child number. Then roll 1d6 for total number of children– if the roll is less than the number you rolled as birth place, you’re the last born.

You could also choose a position in the church:

1: Primate

2: Archbishop/Seated Bishop

3: Iterant/Traveling Bishop

4-5: Priest

6: Abbot or other specialty group’s leader

Magic: Magic is limited– feared by many. Any known wizard is exiled from the church. (Alt: psionics/mind powers exist, but magic doesn’t. If so, people with psionics are members of the Zaird, subject to specific drugs, and excommunicated when discovered.)

The church still burns wizards in the back country, though the King has put an end to that in more cosmopolitan areas. There are rumors that the church works with rogue wizards, using their services and forgiving their sins. Church wizards are the lowest of the low– doomed to hell unless they forswear their powers altogether.

Immaryln DnD

The initial thought about how to implement it. I’m constraining a lot by default, though stuff could be added back in, just at the cost of focus.

Characters start at Level 3. Max HP for all 3 classes. Any of the 3 can be used for the x4 skill points.

The skill list is compressed– mostly combining skills, but a few promotions of Knowledge (x) to primary skills, since they’ll have greater focus in this style game.

Character Races:

Human only.

If using psionics, elf-analogue w/ special restrictions.

Character Classes: Quick Look

By the book: Fighter, Rogue, Scout, Knight, Barbarian, Marshal, Swashbuckler

Non-casting variants from Complete Warrior: Ranger, Paladin

Improved to PC: Expert, Aristocrat, Adept(?)

Casters, limited to 1/2 levels: Wizard, Sorcerer, Warlock

Alt Casters: Psions, Ardents

Not allowed: Everyone else. (Sure, you can be a commoner or a warrior, but you have better options.)

Detailed:

Fighters, Scouts, Knights, Barbarians, Marshals, Rangers, and Paladins are different fighting styles found in the armies of the Kingdom. Swashbuckler is a common combat style practiced by nobles.

  • Fighters are the core of the army; probably 80%+ of the army is fighters. The class is great for captains, guards, and many more.
  • Scouts are the typical army scouts, who move ahead of the line of march, gather information, etc. Second most common in the army.
    • Rangers are a rare subset of Scouts; their isolation probably keeps them out of the army. Their animal companions make them notable.
  • Knights are dedicated knights, or nobles who have had knight training.
  • Marshals are the army’s leaders in battle. (? if used)
  • Paladins are knights of holy orders
  • Barbarians are rare, hailing from the clan areas of the kingdom
  • Swashbuckler is a common combat style practiced by nobles.
  • Experts. Experts can spend their 10 skill points on any skills they choose, up to the level +3 cap. “Expert” phases usually have different names: scholar, diplomat, professional, and priest are all possible roles taken with the expert class.
  • Aristocrats get a bonus “noble feat” for each level of Aristocrat taken.
    • Example Noble Feats:
      • Favored by the King: +10 on diplomacy checks with the King
      • Trusted Seneshal: While you are away, your seneshal keeps things running smoothly. Use your full Administration skill, even when in the field or otherwise unable to administer your domain.
      • Elite Troops: Taken once, you have a squad of highly dedicated troops, who you can trust to take on important tasks. (Ftr2, with a Sergent Ftr3.) Taken twice, it’s a company of 3 squads (each as above), led by a Ftr4 Captain. Taken three times, you have almost 200 highly trained troops– as 3 companies above, plus a Marshal 5. (The King’s Guard is 200 strong.)
      • Aide de Camp: You have a highly skilled assistant who often travels with you. He begins at 2nd level (any class, you create and control him), and advances at each odd level you hit. (So 3rd at your 5th, 4th at your 7th, and so on.) He can accomplish many tasks independent of your direct involvement.
      • Fostered Out: You fostered with another noble family, and retain strong ties. You have +10 on diplomacy checks with your foster family.
      • Rich Domain: Your domain is particularly prosperous, allowing you to extract more wealth at a lower tax rate
  • Wizard: A wizard can have only 1/2 of his character levels in the wizard class. The other class can be anything else– aristocrat and expert are common.

Immaryln in Primetime Adventures

Exactly like normal PTA, just concentrating on dueling in tight spaces, power politics, armies on the march, etc. The “mind powers” as a human looking race (Deyrni style) opens up lots of options for conflict, intrigue, and war. Plus the debates over the soul, keeping the people while trying to change a hostile religion, and more.