Category Archives: Modern AGE

Otherworld: A Mode for Wayward

One of my Shower Projects recently (things I only spend time thinking about while showering, making lunch, and so on) has been what my Modes (pocket parallel worlds that overlap with the “normal” world of the Ecumene may look like in the  Wayward campaign setting I hope to eventually release (as a private individual) for Modern AGE through the AGE Creator’s Alliance.

I’ll want my Modes to be distinct, different, yet feel like they belong in the same sets of stories. Two have already suggested themselves to me.

The first of those is Otherworld, a mode where creatures from various afterlife mythologies (Valkyries, angels, devils, ghosts, and so on) live and interact in a version of the modern world where every town, or every neighborhood in big cities, has a single distinct character. Svanrcroft is tall stone buildings, broad, tree-filled lanes, and massive rock municipal buildings and concert halls; Latssvin is another neighborhood in the same city across the river from Svanrcroft, and is entirely rusting steel, cracked concrete towers, and brutalist sprawls with homes and businesses and offices crammed in with little rhyme or reason.

Each of these distinct neighborhoods is controlled by one afterlife group that serve much like some combination of street gangs, neighborhood watches, local beat cops, organized crime, and community centers. Major otherworld creatures mostly believe they are agents of divine beings, getting their “orders” from what appear to be entirely random sources — the Valkyries of Svanrcroft believe they receive orders from Freyja in the form of messages written on Brísingamen-brand food and drink packages, but to anyone else they just seem to be random, common commercial quotes.

Common citizens of the Otherworld are shades of Ecumene folk who have died, living agelessly in very much the condition they were in shortly before they died (though obviously ways to get better if sick, or younger if old, will be major potential plot drivers for Otherworld adventures featuring shades). The status of shades within Otherworld influences how they are remembered in Ecumene — a great writer whose shade has suffered misfortune and poverty within the Otherworld slowly loses their place of relevance and fame in Ecumene.

When major forces from Otherworld influence Ecumene, they tend to be voices heard by Ecumene commoners, who are driven into zealotry. A single Otherworld creature may be occasionally whispering to dozens of Ecumeners , or be spending vast amounts of time influencing a single person. Those affected are encouraged to perform acts, rituals, or influence world events in Ecumene that grant an Otherworld faction more prestige, power, and territory within Otherworld. Left unchecked, Ecumeners under Otherworld influence become Zealots, and begin to actually be able to bring tiny bits of Otherworld (and its Mode rules) into corners of Ecumene.

Within Otherworld, heroics are commonplace and easy, spellcasting is hard. This will be handled with some combination of special rules for stunt points — something like, whenever you reference the value of the stunt die (including when you roll doubles and need to determine the number of stunt points you get) you use the highest value die of your roll, rather than the stunt die–and special hindrances for spellcasting.

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Modes for Wayward, a Potential Setting for AGE Creator’s Alliance

Some more thoughts about the Wayward campaign setting I hope to eventually release (as a private individual) for Modern AGE through the AGE Creator’s Alliance.

So, one of the core conceits of Wayward is that there are “modes,” which represent adjacent realities to the (mostly) normal world, or Ecumene, where PCs call home. Things from other modes can influence, or even partially leak into the Ecumene, causing trouble and pain, but cannot be permanently destroyed except in their native mode.

Luckily, there are the Wayward, people native to the Ecumene who can travel to other modes to deal with things found there. Most modes are twisted parallels of the Ecumene, familiar in some respects and terribly (sometimes horrifically) different on others. Modes are all dangerous, even deadly, but just as things from other Modes (I’ll need a name for “things from other modes” at some point) can’t be permanently destroyed while in the Ecumene, PCs native to the Ecumene cannot be permanently destroyed while corporeally in another mode. However, that doesn’t mean being Put Down in another mode does hurt… and leave scars that stick with you whatever Mode you are in.

I’m using the term “Mode” so far, because I want to treat these alternate realities in roughly the same way Modern Age treats its different Modes of Play (gritty, pulpy, cinematic). So while the Ecumene itself is gritty, the laws of reality on others may be pulpy or cinematic, AND have other local rules changes to represent their altered rules of reality. That might not be a good enough reason to stick with “Mode” in the final term (‘demesne” comes to mind as having the right feel, for example), but it’s definitely good enough as a placeholder name for a in-progress game concept for a campaign using a working title.

Since there are likely going to be options that work differently in different modes [like having a Fiery heart talent might just give you a bonus to Willpower (Confidence) checks in the Ecumene, but allow you to actually summon fire magic within the Otherworld Mode), the rules are going to assume there are a finite number of “core” modes. A GM building a new mode should either make it an offshoot of one of the core modes (perhaps in addition to Otherworld, there is a very Nordic Helvangr which has different creatures and powers and appearance, but follows the same game mechanical rules as Otherworld.

That of course means the core modes I include in the campaign setting are important to the overall success of the setting, and need to be diverse, iconic, compelling, and fun.

So, no pressure.

I already foresee having at least two, which I’ll discuss tomorrow.

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Quick Notes for the potential “Wayward” Setting for AGE Creator’s Alliance

So I am planning, as a private individual (rather than as a developer for Green Ronin or the publisher of Rogue Genius Games) to release an AGE Creator’s Alliance product… eventually. Not at that program’s launch, but hopefully within a year or so.

For what seem like obvious reasons I originally thought that would be a Fantasy AGE product… but now my opinion is shifting. I have had an idea for a Modern AGE setting I might prefer to release though the Creator’s Alliance, and that might not only be a great way to divide what I am doing as a GR dev and a private citizen but also help me have a more baseline feel for the Creator’s Alliance experience.

Now, this is far from a done deal. I could discover there are good reasons not to do this setting, or change my mind about the best rules set for it or venue to offer it in. I could find something I like better as a first offering, I could just lose interest. Who knows?

But since part of what I wanted to do was showcase my own journey through the Creator’s Alliance, I wanted to offer up the short notes I jotted down at 5am for this setting idea.

Product/Product Line Title: Wayward
This idea began as I was driving on errands, listening to a song used as a theme for one of my favorite TV series. So, yes, I’m wearing one of the inspirations on the sleeve of this concept. Like anything that might change as the product moves forward, but working titles are useful.

Product Type: Campaign Setting and Adventure Line
As I currently envision it, Wayward is a campaign setting for Modern AGE which comes with built-in adventure support. each Wayward product would have a chunk of setting material, a smattering of new rule options, and an adventure designed to highlight both.
For example, the first product would be Wayward, which would also serve as the name for the whole setting, and be the in-world title of a certain kind of person most PCs are expected to be – the “Wayward,” people who operate outside the expectations and even the reality of common society. The Wayward operate in a shadowy world with creatures and abilities that are literally set apart from most of existence. This Wayward World normally isn’t “real” enough to impact most people, but there are rare exceptions, which Wayward Heroes need to deal with.
So in this first product there would be rules for what makes people Wayward, and an adventure for 1st level characters just discovering the existence of the Wayward World around them and dealing with something leaking out of it.

Inspirations
Wayward is clearly in big part inspired by specific modern media, but I don’t plan for it to be a pure pastiche of one thing. Instead my inspirations include Diana Tregarde Investigates (novels by Mercedes lackey), MAGE (the comic, especially The Hero Discovered and The Hero Defined), the Maxx (animated series especially, but also the comics), Sin City (just the first movie), Supernatural (TV show and it’s literally tie-ins)… and especially the trailer for the Max Payne movie (Yes, really just the trailer. not the movie itself, not the games–just that one trailer) and the trailer for Dark City (yep, again, JUST the trailer).
And I really mean “inspiration.” Wayward is an idea that grows out of thoughts I had when exposed to those sources (and many, many more), rather than an effort to duplicate them. It’s very much a thing I wish existed and had movies and comics and games, but doesn’t quite. Not a wholly original idea of course–just my take on a slice of the zeitgeek.

Kernel: Modes of Reality
The core kernel of an idea for wayward is that there are modes of reality that overlap slightly. Most people live only in the Ecumene, the “normal” world we all know and that (roughly) follows the real world rules of physics and history. But there are other modes, where twisted, dark, and blindingly bright things dwell. Sometimes you can glimpse those things when you sleep, or are in an altered chemical or emotional state. And, sometimes, those things can glimpse you. The most powerful things from other modes can sometimes visit or influence the Ecumene. But no Ecumene dweller can go into other modes to deal with the root of those problems.
Well, none but the Wayward…

And that’s as far as the idea has gone so far. 🙂

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