Showing posts with label Writing. Show all posts
Showing posts with label Writing. Show all posts

Monday, August 19, 2019

Guilds of Alnwich: The Town Guard


Town Guard/Military Company
Rank: Military Rank 0 to 4.
In Charge: Captain Lindqvist (Knight).
In the Ranks: Archers, barbarians, brutes, guards, holy warriors, killers, knights, scouts, skirmishers, and squires.
On the Payroll: Innkeepers, laborers, native guides, servants, and non-adventurers.
Influencing the AR: Leadership, Savoir-Faire (Military).

The Alnwich garrison initially consisted exclusively of soldiers from Usk, but over time, some locals have also seen the benefit of working for the Crown’s army – the pay and the privilege are notable. Unfortunately for them, the scorn heaped upon them by other locals for betraying their own is far from insignificant. In fact, most locals consider soldiers of the garrison as outsiders at best and as occupying invaders at worst.

The garrison itself is led by Captain Lindqvist, a knight landed in Usk but serving far from his estate on the shores of the southern Arafon.  He considers the post a punishment for offending Lord Lofgren, and rarely misses a chance to take it out on the locals. His philosophy is that a cowed populous is a peaceful populous. He lusts for power, but has a small mind and myopic view of the world.

Of course, the men of the garrison are not their captain. The typical guardsman is more interested in drinking, whoring, and not working too hard than actually policing the town. This leaves plenty of room for the Fellowship to operate, even if Captain Lindqvist sees stamping out those outlaws as his ticket home. Of course, no soldier wants to fall victim to the lash, so guardsmen need some coercing to turn a blind eye to broken laws.

In addition to enforcing the law, guardsmen are expected to protect Alnwich from threats without. This largely pertains to spirit and monster incursions from the Wilderlands, but the garrison does not patrol beyond the town’s borders. For this reason, the guard often offer bounties on various monsters and miscreants living in the baleful forests beyond the last farms. Rarely do they venture past that point, and when they do, it is only en masse. Ideally, local would-be heroes are sent on such suicide missions, however.

Rank in the town guard varies from Recruits at Rank 0 up to Captain at rank 4. Most are Soldiers with Rank 1, with veteran Sergeants achieving Rank 2. There are currently three companies stationed at Alnwich, each commanded by a Lieutenant of Rank 3 who answers directly to Captain Lindqvist.

What the Alnwich Garrison Wants

Ostensibly, the garrison at Alnwich want to impose and maintain order on the town. Their captain has few restrictions on how they accomplish this, which has led to a rather unfavorable view of the soldiery by the locals. Captain Lindqvist largely resents the locals and could not care less about their favor, so long as he does whatever he must to get back to his home.

Truly, however, almost every soldier just wants to go home. And they want to do it with as little threat to their own wellbeing as possible. That usually means ignoring anything that looks like it would be dangerous to intervene in, but also using brutal force when intervening. And hiring others to perform their most dangerous tasks for them.

Those few locals who have joined the garrison are already home, and consequently want one of two things – power or to truly protect Alnwich. Sadly, the former is far more prevalent than the latter. This only increases the brutal treatment doled out by guardsmen and their general resentment by the locals.

What the Alnwich Garrison Can Provide

The Garrison can provide training for any traits or skills found on the knight and scout templates. The professional items they can supply at discount are weapons, excluding disguised weapons and those with only reach C, any armor, and shields.

The Garrison can also respond to these types of ARs:
  • Backup. When the garrison sends people to help, they’re trained fighters built on a mix of the full knight/holy warrior/scout templates and their closest Henchmen equivalents.
  • Favor. The typical guardsman has little to offer aside from favors. These they may be willing to extend in advance for some return at a later time.
  • Immunity. The Town Garrison chooses who they capture and prosecute, so they can always choose to look the other way when one of their own commits some transgression. +3 to ARs.
  • Map. The Town Guard keeps good maps of civilized lands (+0 to ARs) and may have crude maps of the local Wilderlands (-2 to ARs).
  • Mounts & Vehicles. This means horses and wagons more than anything else. The town guard does not have access to boats because the Fiskers refuse to sell them any.
  • New Gear. The garrison is replete with low-quality weapons and armor and can come by reasonable quality fare with some effort. Most non-combat gear is beyond easy reach for them, however.
  • Provisions. Soldiers need rations, and those rations can be extended to friends of the constabulary. No one said they’d taste good, however.
  • Training. If the Town Guard can do anything, it is providing training in combat skills. These are limited to skills that deal directly with combat – not skills like Stealth or Running. ARs are at +3.
Other ARs are at -3 or worse.

Sunday, July 21, 2019

Music as Inspiration

It has been a busy and chaotic month for me, but things are starting to quiet down. I am also beginning a new project that will find its way to the blog soon. All of that said, I have to say I really enjoy poking around the internet for inspirational art and music. I'm not sure what it is about the latter, but a good piece of music creates this mental image pregnant with ideas. I find writing easier, and everything just seems to flow.

Interestingly, I find that this is not genre-dependent, although I find certain types of music work better for certain fictional genres, and I tend to get more from classical music in general for any genre. Still, some prog rock (e.g., Bitches Crystal by ELP, Rainbow Demon by Uriah Heap), industrial, and some electronic music do wonders for science fiction for me, while other prog rock (e.g., South Side of the Sky by Yes, Jerusalem by ELP) and folk music works for fantasy. I also find Led Zeppelin good for science fiction, and I'm not sure if that's weird or not.

What music do you find inspiring and how? I'm always interested in expanding my listening!

Friday, October 10, 2014

On Writing



With Green Ronin's search for new freelance writing talent, and the reactions of several game designing friends to the specifics of their requirements, I have decided to write a little bit about my experience thus far in the industry. I am a member of an elite club/mentoring group of which I may not speak, but I can say that our aim is to produce publishable gaming material for a certain online periodical. Since joining at its foundation last year, I have written over 19,000 words over four completed articles and have another 6,000 word article in the works. Of these, two have been retained for future use. The journey here has been fascinating and, at times, frustrating. I'm still waiting to see my name in print, but I'm confident it will happen.

I have always been fairly imaginative, and had to write a lot in grade school.  I had a couple of essays even place in writing contests, but I've never attempted to make money at it before. It is a lot different than one might think, especially in the gaming industry. That isn't to say that it is difficult, but it isn't the "make up creative mechanics, slap the rules down, and send it in" that I always pictured it to be. Sure, that's part of it, but it is just as important to use proper syntax, grammar, and always, always, always adhere to the house style. The latter most was the largest obstacle for me. Fortunately, I have had the help and guidance of two very experiences writers who, together, have had 28 articles and a book published by +Steven Jackson Games.

My personal process was and continues to be one that +DouglasCole and +Christopher R. Rice both espouse as crucial: begin with an outline. This serves as a road map and lets you tweak overall structural elements without having to rewrite anything. It also helps to organize your thoughts, demonstrate where you are spending your word count (yes, it is a currency!), and greatly speeds up the actual writing process itself. I can't stress enough how useful outlining truly is. I use it even for setting material and game prep.

Next, I hammer out a first draft, which adheres to the house style from the start. Learning and internalizing the house style takes practice and nothing else. Do it always and often. This first draft contains the basic ideas in a stripped down fashion. It is enough to convey the concepts for what I call an "Is This Anything" check. What it doesn't include are fluffier bits like introductions, boxed texts – these usually just have a short blurb about what will be covered – or fully fleshed out examples. I send this out for an interest check among some people (including my mentors) who tell me if its worth continuing and if I'm focusing on the write things.

After an article passes its Is This Anything check, I make any content adjustments on the outline, then go back and write a proper draft with everything written explicitly. This becomes my first draft. I usually pass around drafts to several reviewers who give their opinions on everything from grammar and syntax to adherence to house style to actual rules and balance issues – nothing is ever off limits. After several rounds of revision and review, I usually take a week or so and don't look at the article at all. This lets me clear my head and approach it with fresh eyes. Then I do one final review, myself, during which I chop, cut, and edit it until it fits in the word count I want (I always aim for a certain number of pages), and then shoot it off for one last review. Barring any glaring omissions or errors, this becomes the final draft and is submitted to the editor for consideration.

I have not progressed beyond receiving an email requesting permission to use the article in a future issue. I've seen and helped review a couple of articles after layout was already complete and only minor grammatical or math changes could be made. I look forward to the first time I receive an article back from the editor with requests for revision or change, though. I want to see exactly what he is looking for. I suspect the first time this happens, I will likely write another blog about just that.