World of Kerren · Legacy archive

Campaigning in Kerren

Started by MoonHunter Aug 14, 2005 3 posts Locked

  1. Campaigning in Kerren

    #1
    Campaigning Notes:

    This is a rough collection of notes that I will do something about soon.

    Kerren is mostly a pulp game, with larger than life actions. Swords and Planets, like John Carter of Mars held to all the Pulp Tropes. This holds for all the true threats and the tourney threats.

    Goto my notes and pull up pulp tropes

    Kerren in mostly a "soap opera", so there is a lot of interpersonal relationships stuff going on. The interwarren politics and intrawarren and tourney threats, are all soap oprea-esk.

    Goto my notes and pull up soap opera tropes

    In some ways, Kerren is mostly a "romantic fantasy". It follows the tropes for that genre.

    Goto notes and pull those tropes

    It is raw science fiction in the early 70s tradition. Ideas are not as developed as they could be.

    So what is it? I is Kerren. Stop hanging on to lables and get over it.

    You can have any mix of these and still have a proper Kerren Game.
  2. Campaigning in Kerren

    #2
    You see drama is what it is all about. The setting is dramatic. The monsters create a setting of constant physical danger. The real danger and drama in the world comes from the human conflicts. First the personal ones, between people at the ward. Then you will get into larger conflicts.. intra ward, intrawarden, political... you get the idea. However, if the conflict gets stale, you can inject a new source of drama.. star people, dragonoids, aliens from under the sea, a new plague, a plague that strikes only dragons, or any number of disasters. If the game does not have tension, if the gamet does not have the potential for change, if it has no inherent drama, then it become less interesting... potentially boring. We all know what happens to boring campaigns? That is right, They end, either mercifully (by the GM) or players begin to vote with their feet. So every campaign suppliment should always have a section on how to help build and maintain the drama of the campaign setting.



    I am creating a listing of adventure/ plot ideas for a Kerren campaign. With some creative application, it becomes a chart. The raw types of plot lines are....

    In process...... When properly formatted, it looks like a list with some small indentions, but it becomes a weighted "encounter chart" for scenario ideas. The numbers are two to three sizes smaller.. almost ignorable... The formatting sucks, need to work on this...

    This current format is very much a chart. The Chart uses 1d20. The convention is to roll the given number and up to the next number listed. I need to play with these numbers to better represent things (as well as add a few entries).


    01 Patrol


    01 Outlands

    01 Patrol for Storms
    10 Patrol for Zhan
    18 Patrol for Saurians

    06 Wilds

    01 Patrol for Storms
    09 Patrol for Zhan
    16 Patrol for Saurians

    13 Settled Lands

    01 Patrol for Storms
    11 Patrol for Zhan
    13 Patrol for Saurians

    18 Other Wards regions reroll for type

    01 Patrol outlands
    10 Patrol wilds
    18 Patrol Settled lands

    08 Wing Duty

    01 Alarm-

    01 Zhan Storn
    15 Zhani
    18 Saurian

    07 Defend

    01 Outland Village
    11 Transport Tower
    12 Free Ward
    15 Cluster

    09 Transport

    01 Messages
    06 Good
    15 People

    12 Escorting Traders
    14 Wing Practice

    01 Duty
    11 Tournament
    17 Tournament-non flight


    13 Cluster Duty

    01 Patrol the City- Watch

    01 Mischief
    06 Maintain the Peace
    15 Ryders
    18 Crime

    06 Investigate-
    08 Low Justice
    14 Construction
    16 Goods

    01 Collecting goods for central stores
    11 Distrubing goods from central store

    18 Guards for High Justice

    16 Warren Duty

    01 Digging Warren
    06 Warren Chore
    16 Hunting for wild dragons


    18 Complications

    01 Events

    01 Festival and Tournament- Wing
    07 Festival and Tournament- Ward
    09 Festival and Tornament- Region
    10 Festival
    14 Celebration/ Party

    06 Natural Disaster
    08 Community events

    01 Birth
    07 Death
    10 Illness
    12 Hand Fasting

    11 Challanges

    01 Challange Bet
    12 Challange Honor
    16 Duel
    [list/]01 Duel-honor
    09 Duel-justice
    13 Duel-romance

    12 Community Conflicts

    01 Conflict with a Cluster

    01 Trade
    06 Personal-Leaders
    15 Pride

    06 Conflict with a village

    01 Trade
    06 Personal-Leaders
    15 Pride

    09 Conflict with a free Ward

    01 Trade
    06 Personal-Leaders
    15 Pride

    15 Conflict with another Ward

    01 Trade
    06 Personal-Leaders
    15 Pride

    16 Personal

    01 Romantic Interest
    07 Loss of Romantic Interest
    xx Gain a friend
    xx Lose a friend
    18 Gift: needing to get one/
    20 Gift: receive

    18 Dragon Related

    01 Wild Dragons
    06 Chirpers
    11 Bonding season
    15 Hatching of a dragon egg
    18 Dragon Death

    20 Odd

    01 Discovery of OldThing (tech or items from colonists)
    14 Supernatural?
    18 Mythic


    Plot Inspiration Summary
    Conflict between friends
    Conflict between Allies
    Conflict between opponenets
    Conflict between two other groups
    Personal, Economic, Political, Social.

    Revenge upon someone because of

    Birth in a Warren/ Cluster/ Village
    Death in a Warren/ Cluster/ Village
    *********************************
    **********************************



    Plot Inspiration Summary
    patrolling for storms
    Patrolling for Zhan
    Call for Zhan Storm
    Patrolling for Saurians
    Helping another Ward
    Hunting Zhan
    Hunting Zhani
    Hunting Saurian
    Transporting people
    Transporting goods
    Messanger duty
    Patrolling the Cluster/ Guards duty
    Investigating a crime
    Holding Low Justice
    Collecting goods for central stores
    Distrubing goods from central store
    Watching Central Store
    Escorting Trader
    Tournament- Wing
    Tournament- Ward
    Tournament- Region
    Practice for Tournament
    Challenge-
    Romantic Interest
    Challenge Honor
    Challenge- Bet
    Gift: needing to get one/
    Loss of Romantic
    Gain a friend

    Conflict between friends
    Conflict between Allies
    Conflict between opponenets
    Conflict between two other groups
    Personal, Economic, Political, Social.

    Event: Celebration/ Party
    Event: Festival
    Event: Festival with tournament
    Event: Tournament or Grand Tournament

    Conflict with a Cluster
    Conflict with a village
    Conflict with a free Ward
    Conflict with another Ward
    Conflict types: Trade, Personal between leaders, Pride (because of crews), or other.

    Defend a location from.. Zhani…
    Defending a location from Saurians

    Discovery of OldThing (tech or items from colonists)
    Hunting for wild dragons
    Warren Duty, Clean, Dig, etc
    Revenge upon someone because of
    Duel-honor
    Duel-justice
    Duel-romance
    Birth in a Warren/ Cluster/ Village
    Death in a Warren/ Cluster/ Village
    Bonding season
    Hatching of a dragon egg
  3. Campaigning in Kerren

    #3
    When creating a Kerren campaign, there are three considerations...

    1) Strength of the Prime Warden
    2) Strength of the Warden
    3) Relationship to other Wards

    For your campaign, you will need to make a decision for each of these points.

    1) Prime Warden
    In times of a strong prime warden, wardens tend to toe the line. Things are orderly, static, and very traditional. Trade is controlled by the Prime Ward and may Wards end up doing things or trading things that are not always in their best interst.

    In times of a weak prime warden, wardens tend to do what ever they want. While the prime warden and his people help keep things somewhat organized, the Wardens control what trade, manufacturing, and the resources of their Ward. They run things in such a way to benefit their ward, even though that might not be in the best interest of everyone. Times of weak prime wardens tend to be chaotic, ad hoc, and innovative.

    There may be something in between, with the Prime Warden being weak in some areas, and strong in others. You will need to set up the relationship between each power block and the Prime Warden. Each Power block controls/ made up of a group of Wards, has a certain ideology (progressive, traditional, independent) and promotes a certain person for the next Prime Warden.

    You will also need to determine if the Prime Warden is Young, Middle, or Old. If young, power blocks will be either currying favor or trying to discredit the Warden. (If discredited, the Warden will resign and a new one selected). If old, the jockying for position on who will be his replacement will be the primary topic. If the Prime Warden is middle years, then the various power blocks will try to intrigue against each other, trying to discredit or dishonor key members, to promote their own position in the Prime council.


    2) Warden:
    What will be said for the Warden, will be the same as was said for the Prime Warden, but the scale will be different. The Warden has to deal with each Wing, The Crafters, The Warren folk, HighBloods, and each cluster, in much the same way the Prime Warden has to deal with Each Warden and the Highbloods.

    3) Ward relationships.
    The history of ward relationships reflects the line of Wardens and the People of each ward. Just like there are rivalries between cities and states, their are rivalries between clusters and wards. These can be based on trade, on tournaments, something else that is prideful (Best Apples?), or some perceived slight (They allegedly did not support the Ward when Zhan came down/ or certain megafauna destroyed a cluster, so bad blood exists).

    Note: Warfare is unknown on Kerren. Humans do not kill other humans on a large scale (though duels, near lethal brawls, and murders) do happen.

    This is just a quick doodle on the subject, more will be coming.

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