Category: starlight dreams

  • It’s a Miracle!

    It’s a Miracle!

    I actually managed to work a little on Starlight Dreams (or whatever it’ll turn out to be called) this week. I’ve gotten some distance through sketching out the rules for Miracles. So far, I’ve only gotten two out of the five “Harmonies” that auturges can wield written out, but I think I’m starting to get a feel for it. Here’s what’s up so far:

    MIRACLES

    Players can perform Miracles by spending Esteem. A Miracle is a way to immediately create a Fancy, without the need for any kind of roll or even for a description of how it’s done – the Fancy just comes into being through an exercise in divine will. The kind of Esteem spent depends on what the Miracle is intended to do. The Guide is the ultimate authority on what the Esteem cost of a particular Miracle should be, and complex Miracles may require a combination of different parts of Esteem. The following is a guideline:

    • Righteousness Esteem is spent to harm, move, or enhance something.
    • Charity Esteem is spent to heal, protect, or control something.
    • Beauty Esteem is spent to create, hide, or beguile something.
    • Serenity Esteem is used to heal, enhance or protect yourself.

    The amount of Esteem needed to perform a Miracle depends on how impressive the Miracle is intended to be. The following is a guideline:

    • 2 Esteem: a tiny flicker of divine power, enough to create a Passing Fancy.
    • 4 Esteem: a sturdy magical work, enough to heal or inflict a point of Stress, or create a localised Enduring Fancy.
    • 6 Esteem: a display of true godhood, like the creation of a single Whim of distinct personality and agency or a specific location within an existing Sphere.
    • 8 Esteem: a breathtaking act of greatness, enough to awe an entire population or create a temporary Sphere-spanning effect.
    • 10 Esteem: the permanent creation or fundamental alteration of an entire Sphere.

    A player can only perform Miracles that fit the theme of yts Harmonies. Thus, a player needs the Harmony of the Body to heal wounds, the Harmony of Growth to make a forest sprout from the ground, the Harmony of the Abstract to make two feuding parties immediately make peace, and so on.

    Harmony of the Abstract:

    • Righteousness: terror and fury. The auturge ignites negative feelings, then blows on the sparks until they become an inferno. Enemies can be struck with fear, and allies can be infused with zealous hatred that grants strength to their arm. Whims created through Righteousness and the Abstract tend to be dark, spectral creatures, more living nightmares than solid beings, who exist solely to whisper horrors in people’s souls.
    • Charity: hopeful gospel. The auturge spreads feelings of hope and love, of sanctity and purity. Yt can cause hatred to fade away and bitter feuds to be dismissed as a passing madness, forge bonds of heartfelt friendship and weave tapestries of deep reverence for what has been blessed. Whims created through Charity and the Abstract tend to be pristine angelic figures that embody the gentlest of virtues.
    • Beauty: just law. The auturge lays down edicts that will shape nations, dictating the actions of Whims. Populations can be divided into tribes without any other alterations of their inherent natures, and different behaviours can become either unthinkable or mandatory for any Whim who regards ytself as virtuous. If Whims are created through Beauty and the Abstract, they tend to be stern judges or lawkeepers, existing to guide the just and punish the guilty.
    • Serenity: esoteric lore. The auturge creates layers of knowledge that, if studied, grants ability – whether to control the world, or to master the self. While wise magi and master warriors cannot be conjured out of thin air, a pathway for regular Whims to become such eminent beings can be laid through Serenity and the Abstract. While this can provide an auturge with powerful servants and populations that grow and improve on their own, it also holds risk; Whims who stray from the true path can easily become dangerous Glooms.

    Harmony of the Body:

    • Righteousness: tooth and claw. The auturge causes ytself or another creature to grow fearsome natural weapons; slashing claws, rending fangs, horns and stingers and talons. Alternatively, yt can grant brute animal strength to ytself or yts chosen, making them capable of greater physical feats. Whims created through Righteousness and the Body are, naturally, likely to be ferocious predators of whatever sort.
    • Charity: creature comforts. The auturge heals open wounds in ytself or others, or grants biological nourishment and protection like warm fur, thick scales, nutritious milk, or even the taste of yts own living flesh. Whims created through Charity and the Body vary greatly in their appearance, but they are almost always in some way cuddly and lovable.
    • Beauty: feral grace. The auturge grants ytself or another creature the ability to move unhindered in the environment, whether that means racing, climbing, digging, flying, swimming, or any other means of getting from one point to another. Alternatively, yt can provide other means of adapting perfectly to the environment; camouflage or the ability to thrive in great heat or cold are some examples. Whims created through Beauty and the Body tend to be vibrant and graceful creatures with colourful plumes, glistening scales, magnificently patterned fur or other splendid adornments.
    • Serenity: animal instinct. The auturge sharpens yts own or another’s senses to impossible levels, or bestows quick instincts in areas where careful thought is more a hindrance than an asset. Whims created with Serenity and the Body tend to be skittish and observant, often with great arrays of eyes and feelers that let them perceive all that is going on around them and to react with lightning quickness to it.

  • Starlight Dreams

    Starlight Dreams

    So this week I actually ended up working on an original game, just not the one I meant to work on. Oh well.

    The game in question has the working name Auturge, though I have never been entirely satisfied with it – other ones I’ve toyed with are Self-Created or Ex Nihilo, and right now I am leaning towards Starlight Dreams. By any name, it’s about being a genderless self-created god (your pronouns are yt/yts, and someone please shoot me for uttering that sentence) in a young and innocent cosmos called the Sublime that is under attack by evil Nazi goblins called the Sordid. You battle faceless hordes of enemies, treacherous ex-allies, and creations gone bad.

    I guess the game is what you might call an affectionate parody. It came about after I had read one too many threads at the Something Awful forums where people were screeching about every game being deeply problematic because it had sexual themes, or because it wasn’t high-powered enough, or because it depicted the bad guys as anything short of completely irredeemably evil. I started sarcastically planning out the sort of game that these perpetually offended people would actually want… and then, after I got into it, I realised that what I’d come up with actually sounded like a lot of fun.

    So basically, it’s a game that makes fun of wokeness, but it’s also a game that revels in wokeness, that takes its worst excesses and runs with them. That might make it a game that pleases absolutely no one, but it’s one that thoroughly captured my imagination. And I’ll say for it, there is very little on the market like it.

    I’ve previously written up a playtesting version, but then I put it away to consider it. This week, I started writing up the basic rules from scratch again. So far, this is what I have. The next thing I need to work out is Miracles, the way that players can make things happen through sheer divine will rather than just superheroic action.

    CHARACTER CREATION

    When creating a character, first choose your Virtues. The four Virtues are Outrage (used for aggressive and forceful action and zeal), Nurture (used to care for and empathise with others), Elegance (used to perform nimble feats and eloquent rhetoric) and Self-Love (used to protect yourself and be mindful of your surroundings). You start with two of them at 1, a third at 2, and the last at 3.

    Choose your Identity:

    • Ganesha, a god of animals and the flesh. Increase any one Virtue by 1 and start with the Harmony of the Body.
    • Mimer, a god of thought and ideal. Increase Elegance by 1 and start with the Harmony of the Abstract.
    • Persephone, a god of plant life and mysticism. Increase Nurture by 1 and start with the Harmony of Growth.
    • Raiden, a god of natural forces. Increase Outrage by 1 and start with the Harmony of Forces.
    • Terra, a god of the inanimate. Increase Self-Love by 1 and start with the Harmony of the Inanimate.

    Choose your Calling:

    • Creatrix, a maker of beauty. Increase Elegance by 1.
    • Kindness, a gentle carer for those who suffer. Increase Nurture by 1.
    • Mourner, one of who remembers what has been lost. Increase Self-Love by 1.
    • Strident, a warrior for justice. Increase Outrage by 1.
    • Wisdom, an arbiter of disputes. Increase any Virtue by 1.

    TASK RESOLUTION

    When performing an action that might conceivably fail, a player must build a dice pool.

    1) The player picks up 5 Hope Dice (green).
    2) The player replaces as many Hope Dice with Faith Dice (yellow) as they have points in the relevant Virtue.
    3) For every established Fancy the player invokes by describing how it aids their action, they may replace a Hope Die with a Faith Die or a Faith Die with a Love Die (red).
    4) For every point of the relevant sort of Esteem the player spends on the roll, they may replace a Hope Die with a Faith Die or a Faith Die with a Love Die.
    5) For every established Fancy the Guide invokes by describing how it hinders the action, the Guide may replace one Love Die with a Faith Die or one Faith Die with a Hope Die.
    6) The player rolls the dice. Count one success for every Hope Die that shows a 6, one success for every Faith Die that shows a result of 4+, and one success for every Love Die that shows a result of 2+. The total number of successes is the Result.

    The Guide compares the Result with the task’s Difficulty. Difficulty is set as follows:

    • Difficulty 0: anything a regular human being could reasonably do. This does not even require a roll.
    • Difficulty 1: the absolute peak of mortal effort; a once-in-a-million achievement.
    • Difficulty 2: something that could be done by an animal of the right type (e.g., staying under water indefinitely, flying to the opposite side of a mountain).
    • Difficulty 3: something that could be accomplished by means of a handheld modern implement or tool.
    • Difficulty 4: something that could be accomplished by an advanced human civilisation. Note that this is rarely instantaneous.
    • Difficulty 5: something that absolutely couldn’t be done without magic or divine intervention; effectively, this allows the player to perform a Miracle without needing either to spend Esteem or to possess the right Harmonies.

    If the Result equals or exceeds the Difficulty, the action succeeds and the player gains Esteem of the appropriate form equal to the Difficulty. Acts of Outrage generate Righteousness Esteem, acts of Nurture generate Charity Esteem, acts of Elegance generate Beauty Esteem and acts of Self-Love generate Serenity Esteem.

    If the Result is lower than the Difficulty, the action fails, and there is some kind of consequence. The consequence is never simply that nothing happens, the situation always deteriorates in some way.

    When opposing another self-moving entity (another auturge, demiurge, sordite, Whim, Wicked, Urge, or Gloom) the Difficulty for the action is the entity’s relevant Virtue. Thus, taking cover from sordite’s laser beam is an Elegance roll against the sordite’s Outrage, seeing through the lies of a Gloom is a Nurture roll against the Gloom’s Elegance, and resisting an Urge’s poisonous bile is a Self-Love roll against the Urge’s Outrage.

    FANCIES

    Fancies are facts of the immediate situation that have been established. “The golden palace shines with a blinding light” is a Fancy, as is “we stand on rocks floating in the middle of an endless void,” and “the Crustacean Sultan is greatly wroth.” When a player attempts an action, both the player and the Guide may describe how some number of Fancies help (for the player) or hinder (for the Guide) the action. This is called invoking a Fancy. A Fancy can only be invoked once for a given action. This also means that if a player has invoked a Fancy to help the action, the Guide may not invoke the same Fancy to hinder the action.

    The Guide can introduce Fancies at any time by describing them, either as an introduction to a scene, because something changed in it, or just because the players noticed something for the first time. The Guide can also alter or remove Fancies at will, in accordance to what makes sense in terms of the changing situation. Fancies arise from what is happening within the game world, not the other way around.

    The players can create, alter or remove Fancies by taking actions that change the situation. The Difficulty is set as normal, depending on how difficult the Guide judges it to be. If the action is successful, the local Fancies change accordingly. Failing a roll may also affect Fancies, just not in the way that the player intended.

    Some Fancies are Passing Fancies, which disappear once they are invoked. Such Fancies usually describe some temporary advantage or setback that can easily change. For example, the Fancy “the Emerald Giant is distracted by Xia’s song” disappears once one of Xia’s friends invoke it to strike the Emerald Giant in the back – after that, yts attention is definitely no longer on Xia’s song! While the Guide can always create, remove or change a Fancy for any reason at all, declaring a Fancy to be a Passing one is mostly just a way to remind everyone not to get used to it. Fancies that aren’t Passing Fancies are Persistent Fancies, and can be invoked any number of times. If nothing else is mentioned, assume that a Fancy is a Persistent Fancy.