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Mon/Fri: The River and the Road

Design Project Incoming


You spend a while plinking at trying to do a thing, thinking about what you actually intend to do with it. I don't make it a habit of just trying to make stuff work if I can't put my full heart behind a thing, because that's how I wore myself out in games the first time around. BASIC is the result of the intent of making a really simple RPG system for quick play between groups of people who tend keep a busy schedule, or who have trouble getting out of the house, or for people who want to do things online.

I think my problem was, I was getting too formal in mood for what I was trying to do. Whatever the intent, BASIC is made to be relaxed. Time I learned how to relax and make a damn game with all this work I've done.


The River and the Road

Beyond mortal reckoning, in a place that flows between the in-betweens, there floats upon a roiling sea of chaos a liferaft made of pieces salvaged from worlds that have otherwise ended. This place is called The Converged Worlds, and it's a work forever in progress, sourced and sewn together by a pantheon of gods downcast or exiled. Churned and harrowed by that same roiling chaos that their creation now floats upon, their domains may differ and conflict, but they all share the same understanding from being cast adrift into a multiverse: namely, that entropy needs to exist, but that's cold comfort when it's fraying apart the fabric of your reality.

Five different peoples from five different places call the Converged Worlds so far. They are a century and a half removed from the addition of another, so those that remember any of their Worlds That Were have passed back into the cycle. Any enormity of being children of an averted end-time has long since passed. Instead, there exists a strange semblance of stability. It's hard to call it peace, because peace involves a general lack of violence. But there's no real nations any more, no armies, no monarchs, only councils and senates and figurehead speakers for scattered communities of rarely more than a thousand lives. Cities are the closest things to states, and even those are more regarded as 'a bunch of buildings that different sorts of people can come to inhabit' rather than a real seat of power. It's more that fights are everywhere, they're just very small. The like to hide when they're petty, because when pettiness was invented, magic didn't exist; it does now, and those who know how to harness it or who live their lives close to it tend to have a perspective on things that abides no pettiness.

One of the most surefire ways to gain that sort of perspective is to live life on the two major arteries that link the Converged Worlds together: the River, perfect and clear, with its many branches and tributaries, that flows like a mobius strip of freshwater; and the Road, a perpetually pristine run of overland roadway, complete with bridges and tunnels, at the edge of which much of civilization has grown around. By boat or by caravan, the Nomads of the River and the Road go the way of adventure. And also, delivery service. Because if there's a dragon out there to slay downriver, makes no sense if you don't take this shipment of rice that's going to the next town down. And if there's a bandit tollbooth down the next stretch of Road that needs to be cleared out of the way, there's no reason not to load up on that shipment of blankets on a caravan wagon that's due at a market two towns down your direction. And if you've got a shipment of medicine mixed for people who have bad nerves due in the next World over... you might want to consider sampling some of it as tax, because you're going into the Bleedspace, the place where one world bleeds into the next, the Architecture of Convergence pulls its most arcane horseshit in order to fudge the cosmic numbers and work, and things get sorta volatile and weird.

If you want to live an interesting life, a life of strange perspective, be a Nomad. Though, advice? Be one of those "glass half full" types of people, so the weird is more charming than it should be. You tend to get a little, uh, frazzled otherwise.


What's the Deal Here?

It's a game about jobs to be done, journeys to be made, paths to walk, and the people you meet along the way. And sometimes kick overboard. It's swords and spells and bows with neon bits and a vibe that's more about colourful weird places than evoking a period of history with fantastic elements; it's a Saturday morning cartoon for people old enough to have hangovers they've regretted more than others, and who know how cold you go when you realize you forgot to tie down the fucking cargo palette properly and now it has spilled all over the damn place and this is undeniably your fault.

You know, folks who know that sometimes you gotta laugh so you don't cry.

Oh Good Lord. What Are the Features?

Five Peoples to Play As: The Converged Worlds are full of weirdos. They come in many shapes and sizes, with morphologies that allow them varying special abilities and an Attribute that they focus on. Cultures exist within them- they modify aspects of a people, either adding or changing active or passive abilities, and add a little extra depth.

Five Ways to Walk the Nomad Path: The Nomad Way is travel, delivery, and whatever mayhem occurs during both. There's a number of Ways to approach this way of life, up to and including jabbing it with a big damn spear, learning ways to make it blow up and catch fire via focusing the senses, or simply think around it. Or hide under a pile of coats, and wait for this way of life to stop being as excessive as it currently is being. Within each of these Ways are Aspects, which let you walk a more specific path within the your chosen Way, so if you want to swing an axe, you can learn to be graceful while doing so, or if you want to be a smartypants, you don't necessarily also have to go into magic in order to yield big dividends with your brain.

A Place to Build and Call Home, That Moves: You'll make a character for your group of Nomads in a game of The River and the Road, and like other RPGs, that character will have a sheet. But for the group, you're going to need something to travel in, and that will come in the form of your boat or your caravan. Both get their own sheets or boards, that you'll add to, upgrade and alter with both time and travel. It's the place where you live, store your stuff and travel in, and as your group goes, your home goes with you, as part of the group.

Cargo: Other People's Stuff; However, Your Problem: You're going to go on all sorts of different quests, do all sorts of jobs in The River and the Road- its your table game, use your imagination. However, there's an economy in play that's not really about the whole 'coinage' thing. Rather, it's about resources, and the ability for those resources to get where they're going. This is Cargo, and as a Nomad, you double as the local delivery service. Getting Cargo where it's going earns you Favors, which you can buy stuff with. Cargo is itself valuable, with varying degrees of value depending on where you are- should you come on some you're not meant to deliver (or you want to make an enemy), you can use it as currency too. The main problem is, some Cargo is a little hard to handle. Some of it is fragile. Some of it is very tempting to bandits. Some of it is actively dangerous and will try to harm you. You'll learn to deal with it, with experience. Or you won't, and your life on the River and the Road are immediately about to get complicated.

Travel and the Kismet Dice: The Converged Worlds are a weird place, in that some of it is literally impossible to map- the Bleedspaces have their own logic, but it's not actually very logical. That which is possible to map is actually quite extensively and well mapped at this point, which means you'll have a solid set of world maps to travel on, with spaces to count the days under way, and come upon new circumstances. Each space on a map is marked with a glyph, which is in turn associated with a d6 table of possible stuff that you could wind up encountering that day. Some results are instant, while others occur after a certain number of results. Some are windfalls, some are obstacles, some of them are just, well, weird. This is the Kismet Dice, the representative element of the fact that when you live on the road, nothing ever goes exactly to plan. For better, and for worse.


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This was meant to dip a toe into what I'll be doing in The River and the Road. My goal? An RPG system with rules that could fill a pamphlet, rather than a book, but with flavor and mechanics to keep things fresh, fun and an atmosphere to goof on with friends. This is my current writing focus, so expect more soon!


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