Here are several automated tables/generators designed to make running solo games of Empyrean Dynasty easier. These tables could also be useful for generated organisations for sci fi games. Enjoy!
Post Earth Organisation Generator:
Here are several automated tables/generators designed to make running solo games of Empyrean Dynasty easier. These tables could also be useful for generated organisations for sci fi games. Enjoy!
Post Earth Organisation Generator:
Empyrean Dynasty is a game about the machinations of powerful organisations and families as humanity leaves behind its once home of earth. The game begins with the invention of instant interstellar travel and then records the (hopefully) strange, weird and wondrous history of space faring human civilization from that point onwards.
Empyrean Dynasty is a game designed to played by post, with one player as the adjudicating referee and the other players in control of a single powerful organization. There are also tables and suggestions for a single player to play out the game alone. All rules/guidelines are simple suggestions and the game can be changed/played in any way the players/referee see fit. Regardless of how the game is played, the role of the referee is an important one - they are responsible for taking the attempted actions of all of the organisatons, weaving them all together over the time length of the turn, computing their success or failure and and then relaying what has occurred to the players (or to themselves if playing solo!).
(All the art in this post is by Bruce Pennington)
Buy a lovely PDF version of Empyrean Dynasty here: https://www.drivethrurpg.com/product/381363/Empyrean-Dynasty
Or a POD copy here: https://www.lulu.com/en/us/shop/michael-raston/empyrean-dynasty/paperback/product-88m7ej.html?page=1&pageSize=4
Check out this post: https://lizardmandiaries.blogspot.com/2021/12/the-automated-empyrean-dynasty.html For automated versions of all the tables in the game!
Rules:
Action Arguments: The players of organisations should present their attempted action to the referee in the following format:
Conflict Tests: If the attempted action of the organisation is not deemed a guaranteed success by the referee, a Conflict Test can be rolled. If two organisations actions are in opposition of one another (such as waging war) a conflict test is highly recommend!
Here is the second part of the reporting on my 6 player Krieghammer (warhammer using kriegspiel inspired rulings) campaign. I've been running it for about 6 months and the final battle (three players - Skaven, Chaos/Empire and Beastmen) is taking place right now! I ran it on discord, getting private orders from the players (whether those orders for in a battle or commands for travelling across the map) and publicly updating the map/giving important area updates. All of the battles apart from the final one have been in private, so the other players not involved in the battle were not able to get unfair intelligence on the other player's armies. I ran the game using the freeform/ruleless protocols (inspired by the Free Kriegspiel Revolution) outlined in my waraming PDF "Freeform Skirmish Referee": https://www.drivethrurpg.com/product/352987/Freeform-Skirmish-Referee
Find out more about Krieghammer/join the discord and play a game here: http://lizardmandiaries.blogspot.com/2021/04/krieghammer-rules-and-armies.html
I did all of the maps/battle images in Paint.net.
Part 2: Continued from Part 1 : https://lizardmandiaries.blogspot.com/2021/10/the-saga-of-ostermark-part-1.html
The army of the Empire has been defeated. The beastmen are full and fat with a feast of man flesh!
Day 13: Something feels...wrong, in Ostermark! The dead are raising from the ground in the West!
•
The skaven slaves unleash a volley of stones! That land somewhere on the
other side of the trench – but no where near the approaching orcs!
•
The skaven warlord moves back towards the tower , screaming squeakily at
his slaves to fire their slings better.
•
The skaven jezzail weapon team get one of the important orcs perfectly
in their sights! CLICK! The gun malfunctions – not firing. A small puff of
warpfire emits menacingly from the rear of the weapon.
•
A group of orcs moves south! Straight onto a hidden skaven mine! 3 of
the orcs are exploded! A nearby goblin archer is also killed in the explosion!
•
The orc archers move towards the trench and open fire at the skaven
slaves! The range is still quite far! But two of the slaves are struck and
killed!
·
The orc army moves!
•
The skaven slaves open fire with slings at the orcs on the other side of
the trench! The rocks fall harmlessly nearby the orcs!
•
Three of the orc arrow bows open fire at the fast retreating skaven
warlord! All missing.
•
The remaining orc arrow boys open fire at the skaven slaves! Another is
killed!
• The skaven warlord moves, bravely, behind the grand skaven tower!
•
The river troll slowly clambers over the rocky hill, the jezzail team
lines him up perfectly! And…BOOM! The weapon malfunctions again blow warpfire
out the back of the weapon and coating the shooter in green warpflame!
•
The brave skaven warlord continues moving away from the battle!
•
The lone river troll strides over the rocky hill! He notices spikey
things in the trench!
• The jezzail team puts out the flames! They are ready to fire again!
•
Two of the skaven slaves, noticing how far away their warlord is, make a
run for their freedom! Straight into a warpfire mine! They die!
• The remaining two slaves sling their stones…missing the orcs.
• The skaven warlord bravely flees the battlefield!
•
The skaven slaves don’t much see the point in sticking around with the
warlord gone – they also flee! They are not blown up by mines.
•
POW! The jezzail team finally fire their gun! A chunk of flesh is ripped
from the approaching trolls leg!
• The lone river troll begins smashing apart the grand skaven tower!
•
To the south, the trolls wrench free a tree!
•
The arrow boys open fire at the jezzail team! Two arrows land into the
ratty flesh of the team! A number more arrows land in the shield of the front
member of the team!
•
The jezzail team fires at the troll again! Another hit, a chunk of its
arm shot out!
• The troll gives the grand skaven an almighty wallop. CRACK! CRASH! The structure falls apart!
•
The other half of the weapons team manages to scamper out of the ruined
pile of wood that was the tower.
• The river troll catches his scampering, WHACK! Another huge blow from the troll. The rats leg is pulverized and his corpse is smashed into the splinters of the tower.
A victory for the orcs!
Although the fighting has not sated
their hunger for violence!
To Be Continued…in Part 3!
A collection of recently released PDF in a full colour POD edition!
The Kontext Spiel Collection is an omnibus of RPG books focused on freeform/ruleless tabletop gaming inspired by the Free Kriegspiel Revolution!
This book contains:
This blog has an associated discord server: https://discord.gg/NDrtRKs and on it I run a variety of games. I very much like the idea of a open table that people from all over the world can jump in at any time and play. Additionally, because of where I live the tyranny of timezones means that I have a hard time organizing a 3 hour voice/video session online (that and general life commitments).
This has lead to me thinking about and experimenting with asynchronous play quite a bit recently (over the last 2 years or so). By "asynchronous", I mean that the players and referee don't have to "play" at the same time. The referee can get orders and information from all of the players over a period of time (say, a day or two) then collate them all into one cohesive set of events and then report that back to the players. Repeat that process until the game is done.
In my recently completed "Chrorospyrog" game ( https://lizardmandiaries.blogspot.com/2021/08/chorospyrog-player-character-generator.html + https://lizardmandiaries.blogspot.com/2021/08/on-misty-mud-plain-of-fosmuck-often.html ) I formatted the request for "turn orders" to the players as "What do you do with your day?!". This worked very well with that game because I had planned for the game to run for exactly two weeks of in game time and ensured that each players did something interesting in each of those days.
Asking the players for a days worth of orders (or a half day, or an hour, or week/month/year, etc) allows the referee to get a good idea of what each players is trying to achieve with their characters time and then can work out how all those different orders, ideas, plans and schemes all work together. It avoids one of the issues I see with gaming on discord of certain players taking up a lot of time and attention while they doing something very specific - and the other players are ignored for a period of time.
Also, this approach eliminates the issue of players being in different timezones. If I give every player 48 hours to give me a days worth of orders for their character that is manageable regardless of your time zone (rather than logging on in during a specific 3 hour window on a weekend).
This approach probably favors broader stroke games (two weeks in the worm tower city witnessing its civil downfall and a bug invasion for example) but you could always "zoom" in the turn order for a more granular game. Also there is nothing stopping you zooming in and out as required.
You will get varied amount of details from players in their orders. Some players will give you very specific sets of instructions, whereas some will be happy with a simple sentence with a broad outline of what they want to achieve. Both types of instructions work perfectly well!
Finally, I've been using freeform or ruleless approach to run these games (specifically using my d6 Kontext Spiel "protocols" inspired by the Free Kriegspiel Revolution: https://www.drivethrurpg.com/product/363342/Kontext-Spiel-d6 [Free, for those interested]). I'm not quite ready to do a blog post on why I think running games without rules is a incredibly fun and rewarding way to go, but I have been thinking about it of late. Regardless, using a freeform set of protocols avoids rules getting in the way of the the weird and wonderful scenarios you will be presented with from the various player instructions. Having to shoehorn player actions into stricter rules/protocols chews up a lot of time and cognitive load and gets in the way of interaction with the game world. You don't need them! I will do some contextual rolls for each player as appropriate, some get a single roll of the d6, some might get 5 or more. The other beautiful thing of using the freeform system is that I feel very liberated to tackle any type of game that comes to mind, from a skirmish game, to a massive battle between commanders with 100 units each, to single characters spending two weeks in weird decaying city, or strange mutated hobos setting fire to ruined apartment buildings as they are beset by dream spiders, without having to write a new set of rules. I've got everything I need to run any game I can think of (Which is a d6 and a willingness to consider the probability of any attempted action)!
Give it a go, and if you run a game like this please consider giving me an invite!
An example I am quite fond of, from the recent Chrorospyrog game:
Note: There are two players listed here but the Chrorospyrog game had 9 players. The game was divided into a variety of different channels representing ares in the game world. This way players could pursue different goals in different places in the game world without the chat log becoming a confusing mess!
Additional note: These events took place in the second last day of the game, so the updates were longer and more involved than normal. A referee can make the updates as long or as short as the game requires or they desire.
Me:
Shyknar: "I will fight to the end of the earth for you my Queen if I can be your King"
Alegrin: That night, Alegrin is struck with a vision, a vision of crab-beetle empire. (And perhaps himself as a trusted advisor, for do not all great names flourish with right hands behind the scenes?). In the morning the Crab paladins approach the beetle queen, and Alegrin raises his stone and succinctly sets out an offering of unity and marriage on behalf of his comrade-paladin Shyknar. If he's afraid of the rhino-beetles, the eggs, the hatchlings and by the Crab God the pheromones, he doesn't show an iota of it! The towers shall be Hers but also His and the Crab God's! (Of course he's backed up by the Army of the Peace Through Stone Crab God Initiative).
Me:
Here is the first part of the reporting on my 6 player Krieghammer (warhammer using kriegspiel inspired rulings) campaign. I've been running it for about 6 months and the final battle (three players - Skaven, Chaos/Empire and Beastmen) is taking place right now! I ran it on discord, getting private orders from the players (whether those orders for in a battle or commands for travelling across the map) and publicly updating the map/giving important area updates. All of the battles apart from the final one have been in private, so the other players not involved in the battle were not able to get unfair intelligence on the other player's armies. I ran the game using the freeform/ruleless protocols (inspired by the Free Kriegspiel Revolution) outlined in my waraming PDF "Freeform Skirmish Referee": https://www.drivethrurpg.com/product/352987/Freeform-Skirmish-Referee
Find out more about Krieghammer/join the discord and play a game here: http://lizardmandiaries.blogspot.com/2021/04/krieghammer-rules-and-armies.html
I did all of the maps/battle images in Paint.net.
The campaign map |
Factions, Their Goals and Recruitment information (From the Recruitment Post):
Some caveats:
A turn is a day. Each turn you will get a description of the region you are and how your warband's actions from the previous day went. Each turn you provide orders as to what your warband will spend the day doing. All of the above will be done via private message. It generally takes a day to travel between regions - but mountainous/forested regions may take longer! (edited)
Moving to a new region takes a whole day. Doing something in a region also takes a whole day. You can split up your armies but they will be weakened if they meet aggressive groups!
Player Warbands:
Beastmen, The Peacebane Warherd, led by Beastlord Kurghan Fleshrender.
Orcs, led by Black Orc The Nameless: