Showing posts with label Triffles. Show all posts
Showing posts with label Triffles. Show all posts

Tuesday, 8 March 2011

Triffles (15) - An abandoned space

The last Triffle picked up a 'Say again?' response in the status bar at base of the post so it seems worth clarifying what's going on. The idea with the series is to present simple ideas for wargaming, roleplaying and writing. It's for anyone wanting familiar, comfortable concepts in a practical form, or a reminder of what's tired enough to need improving on.

This one builds on the announcement in the last, assuming it did mean danger.



                                           items discarded /
                                          activities unfinished

              /

an abandoned space

/             \

a straggler /                        a roving / active 
resident                                    threat      



In general lots of questions. What's the location? Is it large or small, open or restricted, indoors or out? What happened, and how long ago? If recently, where is everyone? If in the deeper past, how has the space changed over time? Think dust, collapse, fungus.

With the possible items discarded / activities unfinished, this seems to lend itself to a characterful terrain piece, and it might be possible to include it on a geomorph, especially if the items remaining are large, like stores, vehicles or strange devices.

In terms of game rules, a roving / active threat is easily managed, and many systems allow for this. In creating a narrative we might want to know whether or not this is related directly to the abandonment, as a cause or a consequence, and what brings it into play.

The greatest challenge for all is likely to come with a straggler / resident.

Here in wargaming there's that usual issue of the rules being a blunt tool, and limited scope for interacting except through combat. A potentially traumatised survivor or isolated inhabitant may not trust armed new arrivals. In purely practical terms, the meeting could lead to a die roll - based inversely on the strength, size or armament to represent the need for tenderness - which if successful reveals traps or deployments.

In roleplaying a DM / GM can manage this kind of situation at a far finer level of detail and with more sensitivity, running a dialogue and better considering the responses. In writing of course we have greatest freedom to explore events, thoughts and feelings.
.

Thursday, 3 March 2011

Triffles (14) - A public meeting

An omen would presumably cause a stir, and a hasty gathering of the community.



speculation /                                      
rumours spreading                                       

\               

a public meeting

/             \

         dissenting                         a shock            
        voices                       announcement  



This is arguably less suitable for use in a wargame than many Triffles, but it could be incorporated directly into the tabletop action, especially in a skirmish game, with discussions taking place as factions move in or battle around. In that sense the shock announcement could be an announcement of this fact. Interacting with terrified innocents would then be an issue, and that's a difficult subject even beyond the details of simulation. It's another I hope to cover in the 'Getting out of the boat' series, at least.

In roleplaying this is a good initial event setting up the adventure, but it could be the characters themselves later on who are responsible for the rumours or who have the shock announcement to make.

In roleplaying and writing there's potential here for complex interactions between and within the crowd and leading figures, and on the fringes, perhaps barely perceptible. The key is what characters and readers know, and the way the story is moved on through the hints given. With the numbers, diversity and mixing likely at such a meeting, it's an opportunity to open new avenues in a more natural way, even without an announcement.

Monday, 28 February 2011

Triffles (13) - An omen

With the summary of the second six up, we now move on. The last had a possible shocking discovery, but not necessarily a location or item, and not necessarily bad.



an improbable event /
unusual alignment

|

an omen

/             \

a memory awakened /                  the power        
prophecy recalled                    of suggestion  



In wargaming this might easily appear in background or campaign development, but could be incorporated into gameplay too. Getting consent on the 'improbable' would hopefully be easy, but if not, each player could be allowed to nominate one event per turn as either unusually positive or negative, with each having the power to support and enact this, or with one of the two nominations being randomly selected. The simplest consequence could be a boost to morale or the reverse within a certain distance.

In roleplaying the chance for this already exists through the DM / GM at least, and the players themselves are also capable of suggesting a case, and arguably even should where their character may have an interpretation affecting the game. JB at B/X Blackrazor has just posted a series covering this kind of thing too, the first part here.

In writing as a whole the omen might be a central event in a tale and trigger cascading change in the kind of delicate web of relationships described in Triffle no. 11. In this sense reactions are key, whether caused by emotions like joy, hope, frustration or fear, or based on rational analysis of factors like the possible prophecy or what others do.

Saturday, 26 February 2011

Triffles (7-12)

With a dozen Triffles now, six since the last summary, another quick reference list.

  (8) A trapdoor

The idea of the series is to present some simple ideas for wargaming, roleplaying and writing. It's aimed at those of us who want familiar, comfortable concepts in a practical form, but also everyone wanting a reminder of what's tired enough to need improving on.

In wargaming nos. 7, 10, 11 and 12 are hopefully useful, no. 10 thanks largely to the commenters, with no. 11 probably the most challenging to the usual game form.

Terrainmakers have simple thoughts on sets of pieces in nos. 7 and 12, and nos. 7 and 8 are already familiar as elements of geomorphs.

The whole set this time seems to have something for roleplaying, especially in terms of narrative, with no. 12 moving more into theory.

Writers could find something in each too - nos. 7 and 8 focus on feeling and nos. 9, 10 and 12 on plot; no. 11 is more a mix of both. The last three in the set also cover music.

As an aside, no. 11 includes in the comments an attempt at introducing the overlapping concepts of wargame, skirmish game and roleplaying game. It might need looking at it.

There's a list for all the Triffles so far lower down the right-hand column.

Sunday, 20 February 2011

Triffles (12) - A wrong turn

The delay since the last Triffle can be worked in here: what if a tail didn't arrive on time, or one party to the exchange failed to appear? It could be as simple as a wrong turn.



     panic, leading to haste            an inhospitable landscape /
       and basic oversights            dangerous fauna and/or flora

\             /

a wrong turn

              \

                                                  a shocking discovery



The essential point to note is that fear can stimulate a flight response even in cases of individuals becoming lost. Basic survival errors might also then be made, and I've read a claim that people sometimes even fail to check their own rucksack for supplies.

In wargaming the possibility that part of a force becomes separated in this way could be represented by a reduction in the stats of a unit or individual, marking disorientation, fatigue, hunger and thirst, and also by a delayed and random entry. For a simpler option each side could lose
one randomly determined element at the start of the game.

In roleplaying the key issue could be the possible divergence of player and character response. While players themselves might stay calm and collected, the DM/GM could force tests for the characters to keep their heads, even before the most basic of actions.

Re the idea of a surprise discovery, in terrainmaking each set of themed pieces could include one element which is unexpected or out of place, completely alien even.

Writing could make use of the wrong turn concept with little or no adaptation at all, and it's clearly an excellent plot driver. Perhaps the best-known case of this is Bilbo's time alone under the Misty Mountains, in The Hobbit of course. This is a book full of inspiration, as Risus Monkey is demonstrating with his re-read; the last chapter completed also prefigures this triffle, and maybe through derivative works led to it?

Having a choice of paths, taking a wrong turn and becoming lost are metaphors which would seem easily used in music. There is a Florence and the Machine video which uses a similar idea, "Dog Days Are Over", and the lyrics, and arguably the music too, play up the idea of running. For lyrics openly suggestive of a hidden secret, try "Temple of Everlasting Light" by Kula Shaker, and those to
"Stairway to Heaven" by Led Zeppelin are also full of related ideas, and possibly even inspired in part by Tolkien's work.

Tuesday, 15 February 2011

Triffles (11) - A tense exchange

Following the theme of the last Triffle, today an attempt to exchange a high value item. It could even loosely describe an eventful Valentine's Day date.



            a cautious                     a fumbled handover / 
             approach                    misunderstood gesture

\             /

a tense exchange

/              

an unseen tail / infiltrator /                                           
double-cross                                               



If you want to get this into a wargame, skirmish game or roleplaying game, you could do far worse than look at Necromunda which has a mechanism for simulating a cinematic wild west-style gunfight. You could also try something more like the tracks used in the latest Warhammer Fantasy Roleplay, based on key elements which need to occur to ratchet up the tension. The situation seems to need a build-up to a moment at which nerves snap and a means of determining the order of reactions, assuming they'll not all be simultaneous. It's possible to imagine entire forces manoeuvring around the few specialists conducting the exchange, hands at weapons holstered or sheathed.

But maybe the breakdown doesn't come? It might be possible to hold it off or prevent it by diplomacy and avoid the loss of life on both sides. Would that ruin the game? Better question: could wargames do with more mechanisms for impromptu diplomacy?

In writing, as the Valentine's Day idea suggests, this could be the underlying idea in a situation apparently very different, within a comedy of errors at least. A fine web of taut interactions could be spun, more so if more than two parties are involved. This post at TalkToYoUniverse ought to be helpful if that sounds tricky.

Continuing the interest in applying these to music, we might expect a slow build-up, along the lines of "The Creep Out" by The Dandy Warhols or "Angel" by Massive Attack.

Sunday, 13 February 2011

Triffles (10) - A high denomination

Yesterday's Triffle made mention of loss and breakages, which might mean buying replacements, but if returning from an adventure loaded down with items of great value, it could be surprisingly difficult to get what we want. Thanks due here to Bartender, who in his comment under the last set my mind on the possibilities of the shopping trip.




 danger in storage                    sudden interest / 
     and transport                     new acquaintances

\             /

a high denomination

|

credit given freely, but
at inflated prices



To explain the thinking behind the last, credit given freely because it it might not be possible to give the change, and at inflated prices because the holder - the current holder if we take into account that sudden interest - is apparently a person of means.

Hard to work this into wargaming except as an objective to capture, possibly mobile. In roleplaying the attempt to make a purchase with an item of this value could be a whole adventure. In writing we're operating in interesting territory with regard to motivations.

Innovations also left a comment yesterday and set me thinking too, about whether songwriting could be covered. After all, money and love - those new acquaintances? - are common themes in music. Let's not forget "It's All About the Benjamins" and - as perhaps a more traditional approach - "Can't Buy Me Love".

So my suggestion for a song on romance and currency: "Love is Pegged to Love (And Fully Convertible)". Not really doing it for you? Try this then: "Back on the Love Standard (Don't Dig the Gold Diggers)". Feel free to write your own lyrics for these instant hits.

Saturday, 12 February 2011

Triffles (9) - A broken fall

If you opened that trapdoor, it would be well to be careful, or hope for a broken fall.



                                           a limb trapped / strap caught /
                                          branch / ledge / outcrop / pile

              /

a broken fall

/             \

 a good vantage point /           a cry of pain / clatter of
 fortunate line of sight             equipment / breakages



Rules simulating this kind of thing could well be found in skirmish games, and they suit roleplaying too. If a model is close to an edge and struck, on a certain roll they might fall, on another roll get stuck and become a sitting duck. In exchange the model could get a clear shot. Think Han Solo above the sarlacc, here from 8:22.

In general lots of questions. What exactly has the individual fallen on and how will they get down, or even back up? What can they see? What have they lost? Most importantly perhaps, what will be attracted by the noise they've made, and will they fall further? 

It's good for comedy too.

Thursday, 10 February 2011

Triffles (8) - A trapdoor

A tried, tested and maybe tired trope today, a possible entrance to a secret passage.



a large drop                                       
beneath                                      

\               

a trapdoor

/             \

    easily overlooked /          a weakened/damaged
concealed                           structure



This is less suited to wargaming than recent Triffles, but if a trapdoor is included as part of a terrain piece - as the entrance to yesterday's passage perhaps - it makes sense to consider that drop: does it only slow movement or potentially cause injury?

Roleplayers might be more interested in whether or not the trapdoor can actually be found. It could be most easily overlooked if high, especially in vaulting, or possibly concealed by an object if low. If underfoot with a weakened/damaged structure, it would be best to find it sooner rather than later.

For all, the key question might be of what's on the other side, especially if the space is dark, and writers may need to consider how we feel about this unknown. Often, in fiction, there's something down (or up) there...

Wednesday, 9 February 2011

Triffles (7) - A secret passage

After the summary of the first six, on into the seventh. The last included a possible secret passage, so let's elaborate on that.



sounds from an
adjacent space

|

a secret passage

/             \

access to a sealed location /            an unseen entrance    
room locked from within                   suddenly opened   



In wargaming this could take the form of entry points marked by terrain pieces or counters; when models move into contact they are assumed to enter, and may leave again from the same entrance or another at the next opportunity, perhaps on a die roll. For each movement phase inside a die could also be rolled for whether they discover the secret space - which could be a store of equipment - or are discovered from elsewhere in the network by guardians and attacked. This might be a number of hits only or fought using models: a leaf could be taken out of the roleplayer's book and a map drawn.

Roleplayers likely know plenty about secret passages, but the sounds overheard might be important. Could the adjacent space be entered by force? The room locked from the inside might well mean there is an occupant. Who or what could enter the passage unexpectedly, and could they do so at the very moment the characters are passing?

Writers in general might be interested in the potential for mystery or even horror here. Think textures, air, light and lack of knowledge as to destination.

Sunday, 6 February 2011

Triffles (1-6)

There are six Triffles up now so it seems like a good time to summarise the run so far. The point of course is to offer up a few simple ideas for wargamers, roleplayers and writers, the three largest groups of readers as far as I can tell.

Here's the quick and dirty half-dozen.

(1) A makeshift bridge, with the intro

Where to start? For wargamers nos. 2, 3 and 6 ought to be especially useful, and for terrainmakers nos. 1, 4 and 5. The same three plus no. 6 could also be starting points for geomorphs. Roleplayers have a bit more choice as all seem to offer some basis for an encounter, with nos. 1, 2 and 6 having most potential for combat. Writers and narrative roleplayers might get most out of nos. 1, 2, 3 and 5.

There's also a list lower down the right-hand column which I'll keep up to date.

Saturday, 5 February 2011

Triffles (6) - A lookout

The last Triffle made mention of an ambush, and an ambush might need a lookout.



           a perceptible signal /             observation devices /         
          movement                      provisions / a pastime

\             /

a lookout

              \

                                                 a concealed approach /
                                                  secret passage  



In wargaming this could be represented by a set of say half a dozen counters placed by a defender, most being dummies, but one marked on the side facing down; as enemy forces approached within a certain distance of each, the counters would be flipped, and if the mark were revealed, the defender could bring on reinforcements within a given distance of that point. Balance? Why the obsession with fairness? Is it war or not?

In roleplaying the failure to spot a lookout could increase the number of monsters in the next encounter, or allow an imminent trap to be set or sprung with greater accuracy.

In writing we might be most interested in the character and mood of the lookout, whether he or she was distracted, and where that passage leads.

Friday, 4 February 2011

Triffles (5) - A shed load

Yesterday difficult terrain, possibly a delivery, so today a shed load - not a shedload.



blockage of a                      temptation
 key route                            to pilfer

\             /

a shed load

/              

hazardous                                         
   content                                             



What is the hazardous content? Anything from intoxicating or unprocessed food or drink, through a liquid which would freeze if the air or ground temperature is low or falls enough, or is sticky or dries sticky, to waste of some kind, perhaps biological or industrial, even radioactive. It might attract flies, or much larger creatures...

Again, this lends itself in wargaming to a terrain piece or scenario, in roleplaying to a geomorph or encounter. The situation might actually be an ambush, or the area could be overrun with pilferers. The nature of the characters could also be tested if the material is of benefit - is the driver or owner around and what are the consequences of theft?

Thursday, 3 February 2011

Triffles (4) - A field kitchen

A simple one today - the search which is the third might well need catering.



    improved                contamination /
    morale                     infestation  

\             /

a field kitchen

|

terrain hindering access, to caterers, diners and supplies,
even health and safety inspectors and exterminators



Another possible wargaming terrain piece or roleplaying location. In sci-fi and fantasy those pests could be weird, or big. With that and the various parties attempting to gain access, there might be some comedy value in this one.

Tuesday, 1 February 2011

Triffles (3) - A search

With someone or something vanished in the last Triffle, there might well be a search.



                                    the weather
                                   on the turn

              /

a search

/             \

 volunteers                  a dark secret
  draughted in               finally revealed 



This could quite easily form the basis for a wargaming scenario, with the volunteers represented by lesser trained troops and the dark secret by the opponent being able to disrupt command at a given moment, as if the drama were then being discovered at the nerve centre. In roleplaying the player characters could be involved in either the search itself or the teasing out of the mystery, or both. All of this could be drawn on in writing.

For some modern or fantasy atmosphere, Fire Broadside! has this image.

Monday, 31 January 2011

Triffles (2) - A power failure

I'd like to have each Triffle linking to the one before. Assuming a transmission pylon went down in the last, there may well be a power cut somewhere. There was one here yesterday evening too, luckily in conjunction with none of the other three elements...



an imminent and                                             
inflexible deadline                                            

\               

a power failure

/             \

        a door found open           an essential item missing /
   inexplicably                          person absent



For a wargaming context the location could be a bunker or even a vehicle. In a fantasy setting the power failure might be a loss of magical power for some reason, or could just be a gust extinguishing all lamps. It needs no saying this one is well-suited to horror.

Having written this, I realise the exact same set-up is an essential element in the plot of a very famous film from around 20 years ago. Can you guess which?

Sunday, 30 January 2011

Triffles (1) - A makeshift bridge

A series for possible inspiration I'll try to keep coming regularly, even daily if I can.

These are simple, hopefully useful ideas sniffed out - 'truffles' - but with three elements to them - Triffles - for use in in any kind of fiction, whether wargaming, roleplaying or writing. Today's for example could be inspiration for a terrain piece in wargaming, a geomorph in roleplaying or a scene in a story, and might work well in a mystery of sorts.

I've given options to better fit it to either fantasy or a sci-fi / modern setting. It builds on recent or reactivated subjects at the Expanse, in this case portals, the choppa and food.



a felled tree / transmission pylon,
lying across a barrier

|

a makeshift bridge

/             \

loosed arrows/bolts /             gathered fungus /
   spent rounds                      salvaged cable



Here the uncertainty relates to the type of barrier, whether a watercourse, a fence or a wall - or something stranger - and the order of events. Is anyone still around?

Wargaming Workshop has a photo up now of something a little more advanced. If you want to model that pylon, try this post at Nesbet Miniatures.