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  • About USP
    • Welcome to USP
    • Current and Former Cast
  • Shows
    • Born of Rage
      • Characters
    • Carousel of Fear
      • Characters
    • City of Destiny: Emerald City Knights
    • Freedom League Dark
    • GemStars
      • Characters
    • Grave Circumstances
      • Characters
    • Heroes of Tomorrow
    • Guardians of Haven
      • Characters
    • Limited Series
    • The Order of the Penrose Triangle
    • Netherwar
      • Characters
    • Something… Something… Dragons
      • Characters
    • Something in the Dark
    • Story Forge
    • Tales of the Finest
      • Characters
    • Titan City Chronicles
      • The Lost and the Forgotten
        • Characters
      • Operation Torch
      • Bayside Murders
      • The Jordanow Mystery
    • Treasure of Vault 23
  • Blog
    • Game Theory
    • State of USP
    • Vignettes
    • NPC Spotlight
    • RPG Industry Updates
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Andy

National Novel Writing Month 2023

November 1, 2023 //  by Andy

Greetings from USP! Welcome to November, where for a lot of us here we are sharpening our pencils, filling up our quills and putting ink to page (physical or digital) and writing up a storm! Why? Because November is also NaNoWriMo, otherwise known as National Novel Writing Month, and several of our members are participating!

Being that our channel is based on telling stories through the medium of TTRPG’s, it’s not so far off base to imagine that a lot of us have stories that we would like to tell the wider world. NaNoWriMo is our opportunity to join together with hundreds if not thousands of other aspiring storytellers in our local communities and throughout the world as we all encourage and support each other throughout the month to that end.

Did you know that NaNoWriMo allows you to set whatever goal you want to complete during the month? Is it to write a 50k word novel? Is it to write several poems? To write up family recipes to save for future generations? Or is it even to just map out and plan a whole host of RPG adventures for your gaming group? You get to decide what it is you are working towards, and look to the community for support in that endeavour.

As part of our planned activities for the month, we will be hosting virtual write-ins on our Twitch channel six times during the month. You can find the link to the channel below, as well as the schedule. Join us for any or all of them to ask questions/bounce ideas/commiserate on how the process is going. With the support of everyone, we can all make our storytelling dreams come true!

  • Virtual Write-in 1: Saturday, Nov 4th at 1130am
  • Virtual Write-in 2: Saturday, Nov 11th at 1130am
  • Virtual Write-in 3: Monday, Nov 13th at 7pm
  • Virtual Write-in 4: Monday, Nov 20th at 7pm
  • Virtual Write-in 5: Saturday, Nov 25th at 1130am
  • Virtual Write-in 6: Monday, Nov 27th at 7pm

Twitch Channel – https://www.twitch.tv/untoldstoriesproject
NaNoWriMo Website – https://nanowrimo.org/

And if you want to be NaNo buddies with any of us, our profiles are listed below:

  • Aaron: AaronUnicorn
  • Alex: AlexanderWrites91
  • Andy: StarSlayer57
  • AuntPuppy: AuntPuppy
  • Gemmy: Gemmyyy

Category: State of USP

Schedule Shift!

February 3, 2023 //  by Andy

Schedule Shift!

Hello everyone! Wanted to give you a big heads up as to some stuff that will be shifting on the network beginning in late February/early March!

Due to some real life shifts, we’ll be moving our Monday night stream to Wednesday, and will be debuting our Freedom League Dark stream on February 22nd. This stream will be the continuation of the team from Netherwar, and will see a new member join the team while an old friend will only be around for special occassions. Make sure to set your calendar to join us for the beginning of this new project!

Along with this change, as a way to combat both player and GM burnout, USP will be implementing another change in our usual schedule. Each of our shows will be off one week a month, but never where we won’t be live with one show a week, barring any unforseen circumstances or issues. GemStars will be taking the 1st Tuesday of each month off beginning on March 7, and Freedom League Dark will be off the third Wednesday of each month, beginning March 15. Even superheroes need a break every now and again!

Thank you all so much for your support of our small but growing channel as we continue to work on bringing you the best stories we can tell. We hope you’ll join us when Freedom League Dark begins it’s run, and that you’ll continue to tune in to GemStars!

February

  • Feb 6 – A Familiar Tale
  • Feb 7 – GemStars
  • Feb 13 – A Familiar Tale
  • Feb 14 – GemStars
  • Feb 21 – GemStars
  • Feb 22 – Freedom League Dark
  • Feb 28 – GemStars

March

  • March 1 – Freedom League Dark
  • March 8 – Freedom League Dark
  • March 14 – GemStars
  • March 21 – GemStars
  • March 22 – Freedom League Dark
  • March 28 – GemStars
  • March 29 – Freedom League Dark

April

  • April 5 – Freedom League Dark
  • April 11 – GemStars
  • April 12 – Freedom League Dark
  • April 18 – GemStars
  • April 25 – GemStars
  • April 26 – Freedom League Dark

Category: State of USP

Con Prep: The Player Character Edition

November 10, 2022 //  by Andy

Con Prep: The Player Character Edition

At USP, we run a lot of one shots (or, in Alex‘s case, limited series) both on the channel and at the conventions we attend. To do that, we have to spend time not only crafting the story but also creating the characters for it as well. I’ve given out some general con game creation advice before, but this week I thought I’d narrow it down a little bit and talk about creating the Player Characters that those who attend the game will get the chance to portray, and some tips and tricks to make them memorable!

Diversify…

For this, we’re not just talking about a diversity of gender, race, or even class, though all of that is generally important! No, what I’m talking about here is making sure that none of your characters feel the same, even if they all “are” the same. For example, a friend of mine once ran a game where every player got to be Batgirl. The twist, however, was that we weren’t all playing as the same one, we were each unique in which multiversal world we came from, what experiences had brought us to that point, and what skills we brought to the scenario. When creating the PC’s, you want to make sure that each one feels unique and doesn’t step on the others toes, as much as you can while staying true to the character (if you’re creating one based off an existing property). Make sure that each of your PC’s has a unique attack, skill, or ability that sets them apart from the others in the group.

…but Overlap

Here is where the perils of a con game come into play. You’ll never know exactly how many players you’ll have for your game, and as you try to tie the story to your players abilities, you may be tempted to make each character unique in what they bring to the table. And that’s great, you absolutely want a character who specializes in, let’s say, computers, if that plays into a large part of your game. But what happens if that character doesn’t get picked, and none of the other characters you made have any way of interacting with the story’s largest plot piece without suffering a bunch of penalties? Then the players are either left to fumble through the game, or you have to improvise on the fly and try to modify your story as the game progresses. The key thing I do here is make sure that for the specific plot skills that are a focus for the story are spread out throughout the player base. Of course I’ll have a character who specializes in computers, and they’ll have the highest bonus, and therefore the easiest time, with the story elements. At the same time, one or two other characters will have moderate to fair bonuses that will allow them to interact with those story elements with some chance of success, even if it isn’t quite the guarantee it would be with the focus character.

Know your Limits

While most con games run with between 4 and 6 players, you may find yourself with a glut of inspiration and want to build every potential character that could exist in your game. This is especially true if the game you are running is based on established property (like one of the two major comic book universes). But, that means you are taking the time out of whatever else you would do to build out all of those characters, which could be a detriment to your game overall. Another side effect is that then you have so much more for players to look at to decide on a character that you might eat into the actual play time as they try to choose which of their however many favorite characters they want to actually play as. My own advice, after going a bit overboard for my very first con game, is to make between 8 and 10 characters for a game, though there is nothing wrong with making just enough for the maximum number of players you expect to run for.

Know your Characters

This piece of advice is a bit harder to pull off, because as the GM you have so much to remember anyway, but you’ll want to have detailed knowledge of what the characters can do. Not only will this better help you plan out the combat scenarios for the game, making sure you give players the ability to let their character shine, but it will also help you explain to the players just what it is their character can do. Making sure to write down specific notes for yourself about specific characters can give you the hint or reminder to try to bring them into the spotlight for certain scenes.

Include Story Elements for the Players

I like this last piece of advice as it’s been something that I’ve been trying to do more often with my games. Having a background sheet that gives the player more information as to the character’s background/motivation/quirks/etc., as well as to how they relate/feel about the other characters can help with roleplay opportunities and interactions as the game goes on. If you give your players a few minutes to read this material through, ask questions of the other players, and generally get a sense of each other with all of this info, the probability that your game has more player interaction and awesome roleplay moments will skyrocket!

And that’s it for this week’s blog post! I hope you found something of use out of this blog post, and that your next one shot can be taken to new heights with some of the knowledge you gleaned from us!

Category: Game Theory

USP Holiday Specials!

November 3, 2022 //  by Andy

USP Holiday One-Shots

Well, it’s that time of year again, and no, I don’t mean the annual thawing out of Mariah Carey for 60 to 75 days of All I Want for Christmas on repeat on all store radios. No, it is time for the annual USP Holiday One-Shot season! Every year we try to run a few new game systems that we don’t usually do on the channel (not that we won’t run a Holiday M&M if the mood suits us), and this year is no exception. We have 8 amazing games on the schedule for this year, with one already in the books from last night. Here’s the schedule so you can plan out your Wednesday evenings to join us!

  • 11/2 – Low Life, with special guest GM Tom of Matinee Adventures
  • 11/9 – Lancer finale with Calvin
  • 11/16 – “Jurassic Park” utilizing the Aliens RPG setting with special guest GM Carl of Matinee Adventures
  • 11/30 – M&M Holiday Spectacular with Alex
  • 12/7 – Essence20 Power Rangers, titled “It’s A Kind of (Christmas) Magic” with Andy (that’s me!)
  • 12/14 – Crash Pandas, titled “Crash Santa” with Wiccy
  • 12/21 – Modified Honey Heist, titled “God Bless Us, Every One!” with Brandon
  • 12/28 – Star Trek with Kevin

Admin’s Note: If you want to get a look at the PC character sheets for any of these games, a reminder that they are available at our Patreon page at the Sidekick or higher level.

Category: State of USP

To Be Continued?

September 8, 2022 //  by Andy

Anyone who’s been around USP for any length of time knows that not only do we stream long form content, but we also tend to generate a bevy of one-shot style content as well, when we can get it all to fit into one session that is. This is generally in keeping that a lot of us who GM for USP also tend to run games at conventions, and it’s usually easier to come up with a one and done scenario. But, as sometimes happens, we run into an idea that’s designed as a one-off that resonates so well with the players that they beg and plead for a sequel, and if we as a GM decide to honor that request, we have to come up with ways to pull that off.

Recently I’ve been asked to create follow ups for games that I’ve run, and while I’m still working on both of the games, I’ve done enough that I think I can tell the story in an attempt to help others who may find themselves in the same boat. I won’t name the games (those that know, know), but the existing one shots that were created both have their challenges in writing a follow up.

In the first games case, I had always intended to go back to the world, with the same characters, but following a completely different setting. You could say that any follow up to this game would be indirect; I could utilize the same characters or not, but I would likely not reference the elements from the first game unless I had a majority of players at the table who had played the first game. In this way, it’s almost as though I’m writing another one shot, just utilizing the same setting from the first game, tweaking things, and presenting the new game to the player. The only issue I had here was in living up to the expectations of the previous game; I’d gotten so much positive feedback from the first I didn’t want the sequel to fall flat on it’s face. That in and of itself is a weird feeling I’ve not had before as a scenario writer, and honestly it put me into a paralysis situation for the longest time. At the end of it, I ended up giving myself a deadline to have it done by, wrote a story that stood on it’s own but could reference the first, and presented it to the players. Thankfully, it as as well received as the first, but like most things there’s still some tweaking I can do.

The second game is a bit more of a challenge. The way the game ended amongst the players almost cries out for a direct sequel, in this case defined by utilizing both the same characters and the same setting or world, and directly referencing the elements from the first game. Now, direct in this case doesn’t necessarily need to mean starts immediately after the events of the last game. Time can still pass to allow the narrative to advance to a point where a new story can be picked up, but the events of the first game propel this new story forward, hopefully onto a new trajectory.

As I’m still in the process of even working this game out in my head, the only thing I can provide is the questions I’ve been asking myself as I do my brainstorming. Those are:

  1. What was the ending of the previous game? If I know where things ended I can decide if I’m picking up directly after the events of the previous game or pushing things into the future a little bit. Since I’ve run the game multiple times, I probably need to try to come up with one “canon” ending based upon what the majority of tables did to get to that ending, while still allowing myself a little wiggle room.
  2. How did the world evolve after the events of the last game? This is really about what did the players of the game do that would have changed things. If you’ve run the game multiple times with different decisions by the players, this can be a bit trickier to overcome, but generally trying to look for similar patterns can be helpful. Not specifically about the ending of the game, since that’s the previous question, but more about what did the players learn and how might that have affected what they did once the session was over.
  3. Why is there a need to continue the story? Outside of the request itself, what is it that the players found interesting about the setting, and how can you continue to subvert their expectations while treating them to an enjoyable experience. This tends to be where my brain starts trying to figure out all the little plot twists and interesting minutiae that I can throw at the players.
  4. Is it possible for this to stand alone? One would think this is odd, especially since we’re talking about a direct sequel, but when you do a lot of one shots at conventions, you understand that having a stable of games to pull from cuts down on prep time immensely. So my thought process here is, what happens if no one at the table has played the previous game? Do I write up a long blurb about the previous games events (which I’ve done with my Cartoon Universe games, though that was always designed as a two-parter), or, do I let this story stand on its own and not worry about the events of the first game? The way my story prep is going, it’ll be easy enough to opt out of or insert the story bits I need so that I can run the game as both a direct sequel or as its own one shot.

Not everyone is going to have the same experience as it relates to this, and that’s normal! I’d actually love to hear other people’s takes on this situation, so please drop a comment on this story or in our Discord if you’ve had or have a similar experience but different outcome. Thanks for reading!

Category: Game Theory

Risk vs Reward

August 18, 2022 //  by Andy

Risk vs Reward

“We should go back, show those jerks who we really are!”

“Please, keep going! We need to get away while we have the chance!”

“We need time to think, somewhere to catch our breath. We need quiet!”

The poorly lit backstreets of Starhaven’s Draffsnarl district are interrupted by a lone silhouette limping through them, cradling an injured arm against their chest. Anyone not minding their own business in the less than reputable section of the refugee center that Starhaven was becoming would hear three distinct voices arguing in hushed tones, though the sight of a single individual would then leave them confused. The shadowed figure pauses for a moment, seemingly assessing their situation. The sound of several heavy footfalls bounce off the strange buildings making up the labyrinth of this section, making it impossible to tell how close they are. A moment longer and the figure darts off down another alleyway, away from the approaching footsteps.

“No, not away! Back towards them! We can beat them! Let us have control!”

“Keep going, keep going! Let us have control, we’ll make sure we get somewhere safe!”

The shadowed figure lurches in different directions for a moment, arms and legs spasming as though they were pulled by invisible forces apart from the center. A slight whimper echoes off the close walls of the alleyway as the injured arm flails, and the figure stops, clutching the arm once again.

“Stop! We are not giving up. We don’t have what we came for, and we are not leaving without it. We need to work together for a change, instead of bickering! Else we may as well do those thugs jobs for them.”

A moment of silence hangs in the air, as the lights flickers on above the figure, outlining a feminine form clad in utilitarian clothes. Fox-like ears sit atop their head, a mane of reddish brown hair with highlights of yellow and purple frame their face. Three tails swish back and forth seemingly in annoyance, before the light flickers out once again.

“….Fine.”

“….ok.”

“Good.”

Moving again, the figure heads towards the only lit doorway in the alley. Testing the door and finding it unlocked, they push their way inside, the door closing behind them silently. Inside, the room is shadowed, the only light coming from the streets outside. Debris from a makeshift camp, long abandoned, litters the room. They move into the mess, grabbing pieces of tarpaulin and long pieces of broken supply crates as they head towards a rickety looking discarded chair. Slowly they sit down, testing the chairs integrity, and when it holds they begin to set their injured arm as best they can, clawed fingers easily ripping through the tarpaulin to create strips to tie the sling together. The process is slow and seemingly painful, as the figure winces several times during the process. Ears perk up halfway through as the heavy footfalls get closer, and they freeze, breath stuck in their lungs for what seems forever before the footfalls depart. A long sigh escapes into the night, and the last few knots are tied on the makeshift sling as time passes once again.

“Hmmph, idiots. Didn’t even check the door.”

“That’s a good thing though, right?”

“Yes, and now, we have the advantage. Let’s hunt, sisters.”

“FINALLY!”

The doorway opens, the darkened interior broken only by a slight flash of light, as a mirror reflects the scene outside of it. The figure steps out into the alley once again, their stride, before limping and afraid, now full of confidence (if not also limping slightly still). No footfalls are heard as they retrace their steps through the alleys, even as they move quickly back towards the point of their previous confrontation. Slowing their pace, anyone watching would see the figure take on a predatory gait, almost disappearing amongst the shadows. Finally, their gaze settles on their target; another worn looking building, but this one guarded at its lone entrance.

“Only two? We are disappointed.”

“We must have drawn off a fair number of them….that’s helpful.”

“Let’s make this quick then, shall we?”

For guards, the two at the doorway are not good at their jobs. Neither one notices the figure move up behind the one to the left, just as he leans over to light a cigarette, the one on the right scanning through a magazine with scantily clad human females on it. The figure’s look of concentration as they strike changes to a feral grin, the guard’s cigarette falling from his mouth as his muscles seize, dropping him unceremoniously to the ground, momentarily paralyzed. Moving quickly, the figure dances to the right, the feral grin snapping back into rigid determination as they catch the guard’s chin in a powerful uppercut, knocking him unconscious. Standing amongst their downed foes, a look of concern crosses the figure’s face before they turn to the door.

“Sorry, we’re in a bit of a hurry. You’ll be able to move, just not until we’re done.”

“Oh don’t pity them. Wasn’t even a good fight!”

“Come on, let’s not waste time, or we’ll still be here when the others return.”

Inside, the warehouse is a mess of goods and sundries strewn about, almost as though they were in various stages of sorting at some point earlier in the day. The figure walks among the tables strewn with various goods and, grabbing a bag, begins filling it with items. The items going into the bag are a bit eclectic; clothes, knick knacks, various dried foodstuffs, no multiples of the same thing. As they work through the tables, they stop, noticing a humanoid figure slumped against a wall, it’s grey skin almost blending in. Small Preserver robots surround the humanoid, attempting to move the humanoid from it’s location. Casting their gaze back to the door, they quickly move over to the individual, shooing the small robots away from it placing a hand on it’s shoulder. It’s eyes open, and it looks up at the figure.

“Curious. Most of my memories appear to be missing. I do not know how I came to be in this place, and I am unsure as to who you are. Have we met?” the grey humanoid states, slowly rising to it’s feet.

“We are Ailynn, and no, we don’t believe we have. Are you alright?”

The grey humanoid rolls its neck and shoulders. “No permanent damage to my being is detected, though I detect I am not operating at one hundred percent capacity. I am Chimera, though I am unsure how I recall that designation. Query; what is this place?”

Ailynn shrugs her shoulders. “Drop off point for some of the gangs of Starhaven. Things they “collect” as taxes or “protection money” are brought here. We are just taking a few things off of their hands.”

Chimera looks to the bag, and then back at her. “I do not believe I am payment for these gangs.”

A wide grin spread across Ailynn’s face, showcasing her fangs, and she gave a short laugh. “No, we don’t think so either. Want to help us get what we came for?”

The emotionless grey face considered Ailynn for a moment, then nodded.

As the two spread out among the tables, filling bags with items taken from their rightful owners, those that had once chased Ailynn return, finding their comrades on the ground unconscious. Shouts and calls over comms commenced, before several individuals stand before the door, kicking it in.

“Shit, looks like they’re quicker than we thought.”

“We’re in trouble again, aren’t we?”

“Stow it, and help us figure a way out of here.”

Chimera drops the ration pack he is holding, as the thugs swarm into the room. They number about ten, and most of them spread out to surround the pair, a few staying back to guard the exit.

“Mistress Ailynn, it appears we have company. How should we handle this?” Chimera asked, no trace of fear in his voice.

“Mistress? Hmmm….looks like we need to fight our way out. Can you assist us with that?”

“Affirmative.”

Chimera doubles in size, startling both the thugs and Ailynn. The thugs hesitate for a moment, before one rushes forward, swinging a large rod at Chimera. It bounces off his chest and the thug looks at him agape, before Chimera’s fist is the last thing he remembers for quite some time. The room devolves into a rather one sided brawl, Chimera acting as a shield as Ailynn moves around the room utilizing hit and run tactics. Soon, the fight is finishd, all of the thugs either downed or fleeing.

“Oh, we like him.”

“We think so too…we should help him. We think he’s a bit like us; he doesn’t have anyone else.”

“Well Chimera, what do you say? Do you want to come with us?”

Chimera looks to Ailynn, then grabs the bags they had filled. “I find that agreeable. After you, Mistress Ailynn.”

The two leave the warehouse, stepping over the bodies of the unconscious thugs on their way out of the Draffsnarl and back to Ailynn’s home. There, they check the items against the requests on Ailynn’s data pad, sorting the goods into various piles to be delivered after a good night’s rest.

Category: Vignettes

To Map, or Not to Map

May 5, 2022 //  by Andy

To Map, or Not to Map

Setting the scene: You’re prepping your next big adventure for your players, getting everything ready to go. You’ve got the story down pat, bad guys ready to challenge the players to use their abilities to the fullest. And then, you realize, there’s one thing missing; the perfect visual representation of the location where all of this is going to go down. As you scour the internet, looking for that one perfect map, it leads to that age old question: do you need a map for your players to see/interact with, or can you just go with theater of the mind, describing everything in detail so as to stimulate the players imagination.

As we’ve moved more and more into the digital realm of virtual tabletops, it’s almost a given that visual aids have become almost a requirement for it. There are A LOT of talented artists out there making maps for all sorts of games, doing their best to create verdant vistas and epic sites for battles to be waged upon. So much so that it can be a daunting task to find the one that best fits the story line you’ve put together. And if you can’t find one, are you forced to settle for the drawing tools of the VTT you’re using to try to convey the scene to your players? I would say no, though putting digital pen to digital canvas can at least lay down the boundaries you want for that fight. Theater of the mind, describing the scene in as much detail so the players can imagine they are viewing it is still a viable option, and one you may just have to fall back on when you can’t find just the right map. So, let’s talk pros and cons of maps!

Pros

  1. They’re eye-catching! – The right map is going to draw your players eye right to it, and show them all the stuff you’ll describe. It gives you the freedom to leave things a little vague, or go into more detail when the players ask about certain things on it. And having this eye catching visual could potentially give your players ideas for interesting ways to handle things (chandeliers to hang from, bannisters to slide down, etc etc).
  2. It’s gridded! – Or, at the very least, the VTT is, which makes dealing with movement so much easier (unless you’re dealing in super-speed, then, it’s all hand-wavey anyway). Your players and you can also track how far the enemies are, making things like ranged combat much more manageable.
  3. It helps with your descriptions! – Having the map that closely aligns with your scene will even help you better set the stage for the combat. A narrow corridor? Oh we can trap that! Where can we fight where we aren’t too exposed? All of these questions and more can be raised by you for the foes you control against the players, which will make the scenario more epic.

Cons

  1. Time consuming (or can be) – If you’re looking for something super specific, it can take you a lot of scouring on the internet to find exactly what you are looking for. Or, if you are artistically inclined, to put one together yourself.
  2. You might not find exactly what you want – For certain types of games, you might not be able to find something that is exactly what you want. Scifi and fantasy settings are fairly abundant, and cyberpunk is up there as well. Modern settings have, for me at least, been a bit more challenging to find, for both exterior like city streets and interior like labs (that aren’t diabolical super-villainy) or offices.

I’m sure there’s more pro’s and cons out there, and I’d love to hear your opinions about this topic. The last thing I want to cover before I sign off on this blog post is this; while maps and visual aids are a great add-on to the story, that’s what they are; additional pieces that help tie everthing together. If you can’t find the right map, it’s ok, you can always go the theater of the mind route, and (I feel) you should do that if it’s taking you so much time to find a usable map. Hopefully, the story is why your players keep coming back, and having the story ready for the players should be the top priority. It’s ok to not have a map, so long as you have a story and the ability to improvise descriptions if needed.

Category: Game Theory

Inspiration (or The Lack Thereof)

February 24, 2022 //  by Andy

Inspiration (or the lack thereof)

Greetings everyone! It has been quite a while since I’ve been seen on ye olde blog post, and, as I’ve made mention on stream, I was seriously lacking in inspiration on what to write! And that happens more often than one would like, trust me. But it’s not just blog posts that inspiration might dry up for, is it? Game ideas, NPCs, new characters, all of these things we need a spark of something to get the creative mind going, otherwise you might just be left with a shell of something that doesn’t truly interest you or your players. So, that’s where today’s post comes from; a lack of inspiration gave me the inspiration to put together some tips on what to do when YOU lack inspiration! So let’s dive into it.

Let’s start with a scenario: You’re already running a game, it’s a few sessions (or longer) in, and suddenly your carefully crafted story hits a snag. Players have done what players do, and left you scrambling for how to change your story to fit their actions. But alas, you’ve hit a wall and can’t figure out where to go next. So let’s see what we can do about that, shall we?

  1. Look to the player’s backstories for inspiration: If you’ve had your players come up with details about their life outside of their adventuring/superheroing/spaceship captaining, look to pull elements of that into your next adventure. See if there’s anything there that can, if not fit the main story you are trying to tell, be a side mission for your players for a session or two. One, it will get the players more personally involved since it’s part of their character’s story, and two it will give you some time to divert from the main quest for a bit, and hopefully give you time to get something going for when you need to head back to it.
  2. Depending on the system you are running, look to a short published module that you can insert into your game. Alex did this in our Netherwar game when the tone took a decidedly different turn than what we were expecting, and we spent four sessions running around different tv-inspired scenarios. It was a diversion from what we were usually up to, but it made us play outside of our comfort zone, and by doing that we had to think more on our feet with things. A pre-written module frees you up from needing to think about the nuts and bolts of the game (encounters, rewards, basic story, etc.), allowing you to focus more on how it fits into your overarching story. Plus, reading through it might just get you that flash of inspiration you were missing.
  3. Spend some time not focusing on the game. I know, it seems counterintuitive, but sometimes when you’ve got a block the best thing to do is leave it where it is, go off and do something else before returning to it at a later point. Find a good book to read, a TV show you haven’t seen before (or an old one you love), play a video game, go outside, whatever it is, go and do it and don’t say, “I’m doing this to look for something to add to my game.” That will defeat the whole purpose of trying to clear the block by not focusing on it. Inspiration can be fickle, and if you try digging for it, you might just end up frustrated. By doing something else for a bit and not trying to look at it as research, your mind might gradually unlock, and give you what you were looking for.

I know the above tips were focused primarily on game running, so what can you do if you are lacking inspiration for a character? Well, #3 above is also a great way to get inspiration for a character. Outside sources are general building blocks for characters, as we can take elements of our favorite characters and their stories and try to weave them together in a new way for what we are trying to create. Another thing you can do: use the dice to give you random samples to choose from! Some core books already break things down into numbered tables that would allow you to pick up that sided die to roll on, and you can always go through the backgrounds/races and classes and assign a number to each, and then just roll those dice! You might land on something you didn’t expect, and bam, inspiration acquired!

Hopefully these tips and tricks will help you out, if you ever find yourself devoid of inspiration. Happy gaming!

Category: Game Theory

Netherwar Location Spotlight: Leifandi

November 18, 2021 //  by Andy

Leifandi

Leifandi exists in a parallel reality adjacent to Earth Prime, and though connections to the dimension are rare, they do occur as natural phenomena occasionally, though direct breach of the walls of reality is the usual method of transit between the two. There have been few visitors from other dimensions to Leifandi, and of those the most notable is Dr. Atom from Earth Prime. The planet is a near analogue of Earth, with oceans, forests, lakes, vast plains, and arctic areas, though there are no deserts. The most striking difference between the two, however, is the various array of crystalline formations that lay across the landscapes, sometimes entwined with the local flora itself. These crystalline formations are generally made up of gemstone-like material, with one major difference; these formations have some form of consciousness and sentience, with the ability to lend their innate power to the people of Leifandi most in touch with the planet’s mystical energy.

The People of Leifandi

Those who call Leifandi home are multiple and varied. The most human like are the ones are referred to as Leifandians. Their forms are as varied as other humans, though natural hair colorations can tend to hew towards the colors of gemstones, with dark greens and light blues being the most common. The most striking difference between a Leifandian and a human is their eyes; while a humans iris’ are round, a Leifandian’s are subtly faceted like a cut gemstone, only truly discernable up close. It is speculated that the facets are due to the crystalline structures that dot their planet, a melding of the two dominant life forms of the planet. Though some other theories exist, they are generally not held to have any basis in reality. Not all of the Leifandians are able to connect to the planet’s mystical energy, but those that are create a bond with one crystalline structure, allowing them access to the energy it represents and the ability to manifest it. The ability to wield Gem Magic is seen as a high honor, and those who can are usually destined for great things. It is quite rare for a Leifandian to be able to bond to more than one type of crystal; only certain individuals, like the Master Mage of the dimension, have ever been known to wield more than three, though history does tell of one who had mastery of nearly a half dozen or more. However, an individual capable of that type of control has not been seen on Leifandi in several centuries, if not longer.

Next are the Crystalloids, creatures of crystal who roam the planets surface and tend to the various flora entwined with the crystalline formations along with those formations who stand apart. Not much is known about these creatures; some speculate that they are some offshoot of the crystalline formations themselves, a sort of progeny, while others believe that they are a younger version of the crystalline formations, experiencing Leifandi before eventually settling in to be one with the planet. They vary greatly in height and color; imposing figures made of greens and blacks or smaller, nimbler figures of orange, yellow or blue. One thing is clear however; these beings share some connection to the crystal formations, and history has various accounts of them being fiercely protective of the crystal formations and any flora they intermingled with. There have been interactions between these beings and those Leifandians who can connect to the planet’s mystical energies, but there is no recorded history of these beings ever speaking in any sense of the word.

And finally, the crystalline formations themselves. As stated, they share some connection to everything that exists within the planet, often intertwined with local flora. However, outside of the knowledge that these formations have some form of sentience and a connection to the mystical energy of the planet, little is truly known about them.

Leifandian History

In the earliest eras of Leifandi, there was conflict, much as it is with other worlds. Conflict between the Leifandians and the Crystalloids, as the Leifandians sought to move beyond their nomadic lifestyles and begin to settle in larger and larger encampments. The early Leifandians may not have known the connection the Crystalloids shared with the crystalline formations, only knowing that the flora that was melded with the formations made for sturdier construction materials for shelters. These early conflicts led to the discovery of Gem Magic, and it was through this discovery that an understanding between the two was founded. The first Leifandian Master Mage (for it is not known if there was a Crystalloid or crystal formation that held that title before it was passed to the Leifandians) oversaw the foundation of cities and villages in harmony with the land itself, able to draw out both the necessary materials and the energy by which these settlements could begin to build around.

Once the cities and villages were established, there was an era of general peace, as the Leifandians grew to understand their connection to the planet’s mystical energy and the crystalline formations themselves. It was not without its periods of upheaval, however, as there are almost always individuals who wish to garner more than what they have. During one of these periods, it was noted that the overuse of crystal magic had a horrible side effect; if a Leifandian mage drew too much energy from their bonded crystal without its consent, the formation would explode into splinters, and if those splinters affixed themselves to any Leifandian or Crystalloid without the force of will to resist they were drained of something, be it life force or something similar, causing them to become devoid of all reason and feeling. For those who could resist the splinter’s effects, they found they could control those who had become Soulless, and used them to attempt to wrest Leifandian society for themselves. It took the Master Mage of this time, a woman by the name of Berea Whitestorm, and a number of her acolytes to put a stop to the use of the Soulless, defeating the tyrant Ademamon and his followers. Berea then founded schools for the teaching of Gem Magic to Leifandians, urging them to live in harmony with the crystals they formed bonds with, as a way to keep the practice of the Soulless from returning to Leifandi.

Since then, with the instruction and guidance of the Master Mages and their acolytes, the denizens of Leifandi have been able to live in relative peace, both with the various communities that gradually continued to grow and with the world itself. Today, most Leifandians settle disagreements with the help of arbiters in each of the settlements, or with more than one if the disagreement happens to be between people of two different settlements.

Leifandian Culture and Spirituality

Leifandians have had an interesting history with the crystal formations of their world. Once the connection they bore to the planet’s mystical energies was discovered, many Leifandians believed the crystals to be extensions of the planets will, and for a time there was a great reverence to the formations and the Crystalloids. As time went on and Gem Magic became less rare among the Leifandians, there came a period where there was much discussion about the nature of the crystals, their bond to elemental powers and their place in society. Since that period, there are various beliefs that have cropped up; along with the idea that they could be extensions of the planets will, there are also schools of thought that purport them to be elemental beings or, perhaps, gods.

Regardless of the truth behind the crystal formations, the Leifandians have worked the crystals into their culture. Almost every Leifandian has some sort of necklace or bracelet bearing a piece of crystal infused flora, as this does not form a bond like a pure crystal piece does for a Gem Mage. Most non-gem mages are some sort of artisan, able to successfully work with both normal flora and crystalline flora. These artisans make everything from new housing or other structures, to furniture and clothing. Clothing consists of the colors of the crystalline formations, being gauzy and breathable for the summer seasons and sturdy and layer able for the winter seasons. Gem Mages usually wear clothing in the color of their bonded crystal, and the crystal is either woven into the fabric of the clothing or as an accessory that can be attached, as it must touch the skin for the mage to draw on it’s power.

Gem Magic

Gem Magic is only capable of being utilized by individuals born of Leifandi; there has been no documentation of any Crystalloids being able to bond with a crystal and wield it’s innate power. To be able to utilize a crystal’s power, one must first have an innate ability to sense and connect to the magical energies of Leifandi. In time, there is usually a feeling of being drawn to a specific formation, and upon arriving there a small chunk of the crystal is always awaiting the mage who was called. The crystal can be cut and refined without losing it’s abilities, though some mages choose to use the crystal in the form it was presented to them. A bond is formed between the mage and crystal, and over time the mage develops the ability to use their mystical abilities to draw out the inherent power of the crystal to perform various spells and effects. Most Gem Mages cannot bond with more than one crystal; even the current Master Mage of Leifandi is only bonded to two crystals. Those who have the power to form bonds with more than two crystals are rare, once in a generation beings.

Notable Sites

  • Perle: Capital city of Leifandi, oldest and most renowned settlement on Leifandi. The planning of the city allows it to be the dwelling place for thousands of citizens while also being one of the more open and natural settlements on the planet. The city itself is a love letter to the harmony wished for by the early Leifandians.
  • The Leifandian Mage Academy: While there are a multitude of branch sites throughout Leifandi, the main one sits in Perle, as both the oldest and grandest of the locations. Many of the Gem Mages who graduate from the Perle academy come from the city itself, however mages from the other cities are always invited to attend as well, to foster good relations between those who grew up in Perle and those who did not.
  • Whitestorm Rotunda: This is the hall in Perle where leaders from all over Leifandi meet to discuss matters of importance and work out any issues or disagreements between the settlements themselves. Also usually the seat of the Master Mage, though they generally split their time between the Perle Academny and here.
  • Lake Ontovia: The largest inland lake on Leifandi is also home to the most varied group of crystalline formations on the planet. The majority of Crystalloids are seen here, which has led some to designate this site as the settlement of the Crystalloids. While the area can be visited by anyone, there are certain boundaries the Crystalloids enforce, and only the Master Mage and select other Gem Mages have been allowed beyond.

Category: Vignettes

Risen

October 28, 2021 //  by Andy

Risen

Phoenix paused before leaving the spot Mortis had left him at when he brought him back to the land of the living, wondering for a moment if he was truly free of Hades’ imprisonment. When no hell hounds arrived to drag him back down, he took a moment to look up at the sky. For the first time in a long, long while, it was blue with white clouds dotting it, rather than grey stone and ever present smoke.

Alighting to a nearby rooftop, Phoenix turned full circle, taking in the view of the city. This wasn’t the first time he’d been in Freedom City, but it had been a while, and he needed to get his bearings. The hustle and bustle of the city surprised him to a small degree; there seemed to be even more people here than before. Life kept on moving, it seemed, regardless of what it left behind.

Phoenix scowled inside his helmet, shaking his head as he felt a memory returning. Anger, hot as his flames, hot as Helios’ fire itself, threatened to consume him. “No, not yet.” he thought to himself, trying to tamp down the emotion. “I need more info first. Plus, I have a promise to keep. Doesn’t do well to flake on a promise to a necromancer.”

He looked down to his right wrist, where the computer was running calculations, parsing through the encrypted communication signal he’d piggybacked on when he shook Mortis’ hand. It pinged, indicating it had finished it’s task, granting him remote access to Freedom Hall and all it’s systems. “Daedalus, you old fool. Still using your old security methods, as though you don’t think ANYONE knows how your mind works.” he thought to himself, using the holographic display to page through the system. His brow furrowed as he read through damage reports and logs from the Freedom League, shocked at how devastating an enemy Una had been even before she’d managed to re-manifest in the physical plane. The Freedom League Dark was going to have it’s hands full trying to keep all of reality from falling apart it seemed, and if he wanted to be around to enact his plan, he’d have to help out in some way.

Continuing to absent mindedly scroll through the system records, something caught his eye. Blueprints, schematics for something big, another of Daedalus’ grand creations. But it didn’t seem like it was going to be a part of Freedom City. Phoenix began looking over everything more in depth, studying the plans and notes, smiling to himself as he did.

“Well, it looks like I know where to go to find him after all of this gets sorted out.” He though to himself, before unlocking the helmet and removing it from his head, his curly brown hair blowing in the wind. Looking up at the sky, he pointed a finger towards the heavens. “Just wait, Daedalus. You’ve got a little surprise coming, one you would never have expected.”

Category: Vignettes

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