World's Collide: Microscope with Dungeon World and a Cinder Queen

Microscope Explorer

Ben Robbins, the writer of Microscope, also came out with an add-on to that game through a Kickstarter (and now available product) called Microscope Explorer. I got the kickstarted deliverable in the mail just recently, and it couldn't have been at a better time.

OK, that's a lie. It could've been better if I had received it just a little earlier because the first part of the book contains some good tips for running Microscope in general which would've been useful when running the last session. Although maybe it's better to learn through trial and error and reading, so I'll just consider all that a learning experience.

The book has a few modifications to the base game, but I haven't really gotten to those sections yet.

The part which I did just finish is a section called "World Building: Games Collide", which describes tips for using Microscope in world building.

Servants of the Cinder Queen

So, I want to run Servants of the Cinder Queen, a little Dungeon World module I helped kickstart a while back. I love the design and flow of this adventure module. Each area is linked to the other just through hints in text (not some convoluted map), and there is the framework for the bad stuff that will happen if no one takes care of this evil (a "front" in DW parlance), with clear steps on how it will proceed ("grim portents").

The adventure's description is:

There once was a monastery perched high on a slope of the mountain called Hvitr’s Horn. The warrior-monks who dwelt within were dedicated to Hvitr—lawful god of storms and justice—and entrusted with the stewardship of holy artifacts and texts. But above all else they were gatekeepers; for Hvitr’s Horn was an active volcano, and thus (like all active volcanoes) a gateway to Ellorash, an elemental plane of fire.
Sample pages from Servants of the Cinder Queen; very Dungeon World specific, lots of bullet points making it easy to run with, as a DM.

Sample pages from Servants of the Cinder Queen; very Dungeon World specific, lots of bullet points making it easy to run with, as a DM.

Games Collide with Servants of the Cinder Queen

In Microscope Explorer,  the World Building: Games Collide section describes the process, pitfalls, and suggestions around using Microscope to create a playground that will then be used for another RPG.

Ben outlines six basic ways to adapt elements from the Microscope history for the game. I found no need to use CREATE (to create something new), REMOVE (to delete anything), or REVISE (to change something in the history). That is good; that means I can use the Microscope history we created almost "as is".

I decided to use EXPAND (to add more detail) in one case, and IGNORE many of the historical details (to possibly revisit in later adventures), and FOCUS (emphasize / make it central to the adventure) for many of our scenes for this particular quest.

Here's a summary of most events (and some scenes) from the Microscope history, and whether or not they will be used:

  • IGNORE?: Foo the Lizard King dies (scene: Drudari summoned a demon by which Foo was stolen into the stargate portal)
  • EXPAND: An innumerable hoard of gods and demons enter through the gate.
  • IGNORE: The fall of the first empire
  • FOCUS: The stargate collapses (caused by a great sasquach)
  • FOCUS: Using an ancient artifact, Dromlus unifies the city-states and starts the second empire.
  • IGNORE: Lumptorious Lumpround (the halfling bard) discovers giant Sasquatch footprints 
  • IGNORE: Demand for Sasquatch hides spike
  • FOCUS: Sasquatch hide, when touched, cures all illness.
  • FOCUS: Scouts of the third empire discover a long abandoned cave of Foo the Lizard King. 
  • FOCUS: Rebel forces of the third empire find artifacts from the homeworld (A diamond recorded shape)
  • IGNORE: Amid earthquakes, three new islands appear in the steaming sea.

Applying these to the module

Now to adjust the Servants of the Cinder Queen adventure to make it fit roughly with our history:

  • The Cinder Queen is a demon that can enter through the gate. I was playing with the idea that it would be Foo, the Lizard King, who was tossed into a stargate, and then is now coming back with horrible powers. Not sure that I'll go through with that. Might be cleaner to just have it be a creature similar to the "hoard of gods and demons" that had entered the game long ago, when it was open.
  • I may have the Cinder Queen cult be led by a lizard man. I like the idea of the saurians and the Sasquatch as diametrically opposed in some fashion in this world. In this case the fire vs ice can be used effectively enough in mimicking the Cinder Queen subtexts. Or perhaps just a human rogue (maybe from the rebel forces?) who is possessed by some item he/she found in those catacombs?
  • Instead of module's storm god, which helped seal the door to the cinder queen, I like the idea of a cold-based Sasquatch cult. They seemed to have a god-like reputation during our history, and I envision them sort of like the Yeti in The Last Parsec, but maybe with some mystical quality. It'll be nice to take the "Sasquatch", which started with a little bit of a silly feel in our Microscope session, and end up giving them some gravitas.
  • I may have a Sasquatch hide or otherwise cure-all type item, if appropriate, to help heal some characters at the end of the journey. (A power hinted at in the history; maybe it'll be red herring?)
  • The history's scouts and rebel forces will be the ones who discovered these caves at some point in the past. In some way they will be related to the PCs and their positions in the army of the third empire. Their legacy will be giving the PCs some rumors of what lies in the caves (skipping the rumors provided by the "old crone" character in the local town).
  • I may use the history's "diamond recorded shape", whatever that means, as something big that was discovered and visible to the PCs prior to the adventure, or some kind of recurring symbolism.
  • In the Microscope palette we said an enthusiastic "yes" to "artifacts from the homeworld", so I'm planning to make the magic items - even though they may have similar powers to those described in the module - reshaped to give this feel.

Most preparations done. Now to see how it all plays out...

ASTG Indie RPG night #1: DW character creation and Microscope

This was the first night for the Art of Story Through Gaming meetup (hopefully of more than one) in a series on Indie RPGs, that I was trying to get going. We had four takers: Harry, Wale, Phil, and Aaron showed. We first decided to play around with Dungeon World character creation.

Dungeon World

Dungeon World is a game using the Powered by the Apocalypse (PbtA) engine, which emulates classic Dungeons and Dragons in tropes and feel. Because the most of these folks hadn't played much of that system, and because I've had such a great experience with it in the last year, we created some characters: 

  • Wale as Starry, the Druid of the Blasted Wasteland
  • Phil as Searlock, the entitled Wizard
  • Harry as Asp, the Thief, and spy
  • Aaron as Sanguinius, the Paladin of somewhat feeble intelligence

We decided to go with a setting I've used before, which is simply: The characters have been conscripted (willingly or not) by the army of a large empire, for use in special missions, in a campaign on the border of a large military conflict.

It was especially fun seeing the players come up with Bonds, which is one of the best parts of the character creation of this system. Each character sheet comes with some sentences that you fill out, which creates relationships with the other characters. Some examples:

  • Starry: "Searlock smells more like prey than a hunter", and "I have showed Asp a secret tire of the land".
  • Searlock: "Asp is keeping an important secret from me."
  • Asp: "Starry and I have a con running" and "I stole something from Sanguinus"

All good seeds for creating inter-party relationships, conflicts, and adventure goodness.

Before long, however, we decided to jump into Microscope, as some players had mentioned a strong interest in seeing how that system works. 

Microscope

Microscope is a system for history and world building. Because we just started to make Dungeon World characters in a setting as described above, we decided to play with Microscope in fleshing out that setting.

The first thing you do in Microscope is define some key setting pieces:

  • Setting: The history of a world that was colonized 2000 years ago by humanoids through a "stargate". These humanoids include at least factions that can be called "human", "elf", "dwarf" and "halfling" (as per the Dungeon World character race choices).
  • Bookends of history: Exploring the timeframe that starts with the "Pre-history" through "The Third empire", which comes just before the time we are playing in the above Dungeon World game.
  • The Palette: YES to city-states, artifacts from the homeworld, sasquach, native sentient lifeforms, inhuman ancient gods, dashing swordplay, rebel forces, magical storms, plentiful ritual magic, and water is scarce. NO to dark elves, gnomes, god-caused apocalypses, and laser weapons (i.e. no laser guns and no light sabers).

We didn't get too far, going through only one full round of play (although with 5 players, I don't think Microscope would easily go through many rounds unless you have lots of times, or experienced players; in this case everyone was new to it). We had enough to define a few periods, and had two role playing sessions, and everyone got a good feel for how the system worked.

We ended up with the following periods, events, and scenes:

  • Period: Pre-history [DARK]
    • Event: Foo the Lizard King dies, leaving no heirs behind. [LIGHT]
      • Played Scene: Q: How was the stargate involved in Foo's death? (at the Lizard King's Castle) A: Drudari summoned a demon to kill Foo, and Foo is killed sacrificing herself for husband Baf. [DARK]
  • Period: The First Empire [LIGHT]
    • Event: An innumerable hoard of gods and demons enter through the gate. [DARK]
    • Event: The fall of the first empire [DARK]
  • Period: The Arrival (of humanoids) [LIGHT]
    • Event: The stargate collapses [DARK]
      • Dictated Scene: Q: What caused the stargate to collapse? (refugees are rushing through the gate) A: A great sasquach broke the archway. [DARK]
    • Event: Using an ancient artifact, Dromlus unifies the city-states and starts the second empire. [LIGHT]
  • Period: Search for the abominable Sasquatch [LIGHT]
    • Event: Lumptorious Lumpround (the halfling bard) discovers giant Sasquatch footprints glowing white. [LIGHT]
    • Event: Demand for Sasquatch hides spike as people believe it has magical powers related to stargates. [DARK]
      • Dictated Scene: Q: Why do people believe Sasquatch hide is magical? (In Mystik, a bar where criminals hang) A: Sasquatch is killed in a bar fight and its body, when touched, cures all illness. [?]
  • Period: The Third Empire [DARK]
    • Event: Scouts of the third empire discover a long abandoned cave of Foo the Lizard King. [LIGHT]
    • Event: Rebel forces of the third empire find artifacts from the homeworld. [LIGHT]
      • Played Scene: Q: What is the artifact the rebel forces found? (Abandoned cave of Foo) A: A diamond recorded shape. [?]
    • Event: Amid earthquakes, three new islands appear in the steaming sea. [LIGHT]

The first "focus" was stargates. The first "legacy" was Sasquatches. The second "focus" was chosen as "artifacts from the homeworld", however we didn't get far enough to get much into that one.

Microscope session

Microscope session

Wrap-up

One thing I enjoy in retrospect is that I have a starting point for playing with this shared history and experience in creating a Dungeon World campaign or game. Playing with the same players would be that much more enjoyable because they now have a vested interest and attachment to the world, as I can pick and choose interesting bits to work into the fiction (assuming we get to play in this world again).

I've always heard and thought of using Microscope as a way to world build for a campaign or gaming session, but this is the closest I've come to actually doing so. We'll see what, if anything, becomes of it.

A Quiet Year for ASTG

ASTG

I joined the Art of Story Through Gaming meetup towards the end of 2015, in time for a general get together at a comic shop on Melrose that included an awesome game of Cthulhu Wars (a Risk, Diplomacy, and Cthulhu mashup).

Since then I ran my Lego Star Frontiers one-shot for a few members (Aaron and Wale), but have been too busy to get anything going with any regularity. Hopefully that's about to change. I just started, and plan to run an Indie RPG night once/month... hopefully with regularity.

What games? I've got a list that I want to play, but also leave it currently open to discussion or desires by the participants. Also, more than one has mentioned they'd be happy to run things, so we'll see how it all plays out.

A Quiet Year

Starting with something light and fun, I ran The Quiet Year for friends Harry and Lucas. We went with a dry, arid environment. The resources chosen? 1. Sunshine. 2. Cactus fields. 3. Shoes. Of course shoes ends up being in abundance, as there is a large cargo truck, overturned, full of shoes. 

During the game we had an abundance of Fuel, which helped us cause some various problems, more than anything. We had a sinkhole which turned into an fire ant hill. We had shoe armor. We had evil scholars from the local library. We had lots of man-eating coyotes.

All-in-all, we had a good time, but a full game of The Quiet Year does end up running around 4 hours, and by the end I think we were all a bit fried. 

We agreed that to play more regularly, you'd probably want to go with the "fleeting" version of the Quiet Year, which has you remove 3 cards from each suit. This would mix up things and prevent something which would start to feel repetitive with the game.

That, or it would be excellent to have alternate question cards. Anyone working on that? I've thought of doing something that would be more little kid-friendly (not necessarily in theme, more in the scope of the questions and wording). 

A full Quiet Year for ASTG

A full Quiet Year for ASTG

200 Words finalists

The Finalists were announced. Some of these are just superb. Here was the blog announcing the finalists. No, I didn't make it, but honestly, I don't think I should've. There was some really good gems in there.

Some of the ones I really like include “HEAVY METAL WIZARD SORCERORS” by Alessandro Dellamotta, “Drink Tea. Forget.” by M. Quintanilla (you could just as easily play it with booze and at night for a change of pace), “Stardust” by Daniel Adams, “Time Travel Thaw” by Armand Kossayan, and the supplement “A GM’s Guide to Session Prep and Play” by Ole Peder Giæver. 

Given the short form games, I didn't believe, going into this, that I would want to play that many of these games. I'm glad to see I'm wrong. I've got one or two on the short list for an upcoming Indie RPG night. I can already see a timely scenario for HEAVY METAL WIZARD SORCERORS where they have to defend themselves against the The Purple Prince of Pop.