World of Kerren · Legacy archive
Campaigning in Kerren
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Campaigning in Kerren
#1Campaigning 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. -
Campaigning in Kerren
#2You 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
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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 -
Campaigning in Kerren
#3When 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.