Paka
07-06-2005, 02:02 PM
I've just finished Iron Council, the third book on China Mieville's Bas Lag books. Each book works well on its own but they are all clearly in the same world, with events and characters mentioned in each book.
Xenian's are non-humans who live in New Crobuzon, a place whose creation was clearly influenced by Charles Dickens and William S. Burroughs. On top of which, the author has talked about clearly being a geek and loving to flip through the Monster Manuals when he was a kid.
Neat stuff.
I've long thought that Burning Wheel would be THE game to run a Bas Lag influenced setting. But what is the setting about?
Its about Monsters and Marxist Class Struggle.
So, on to the emotional attributes:
Iron: This is the attribute that stands for going along with what your social class is supposed to do. The player and GM should decide the character's lot in life based on the lifepath choices.
After spending a Fate point this attribute can be added to any roll that goes along with the character's lot in life.
When you hit ten you begin your death kicker, during which you will die in some manner, keeping the status quo.
Fire: This is the attribute that stands for fighting against the regime, raging against the machine, etc.
After spending a Fate point this attribute can be added to any roll that aids in the character's class warfare.
When you hit ten, you begin your death kicker, during which you will die for the revolution. This can be as fast as being picked up by the militia and never being seen again or as dramatic as leading an assassination attempt against a corrupt public official.
Steam: This is the attribute that stands for rising above the class lines for some kind of higher purpose, be it love, a passion or scholarly pursuit or religion. This high purpose should be clearly defined in the character's Beliefs and Instincts.
After spending a Fate point the character can use this attribute to add the dice to any roll that aids their passion. Perhaps there will also be a Faith-like list of miracles and such.
Other tidbits I'd like to add:
I'd like to re-read the Monster Burner and make clear rules for making non-human citizens of the city.
I'd like militia dice for each character, particularly if they carry illegal weapons. Perhaps some dice to roll when they make Circles test. If their militia dice are higher than their Circles test dice, the militia will be paying a visit. Perhaps a bribe of a Fate point for one Circles test per game to mitigate the risk and encourage players to make a Circles test per game.
I have no idea when or if I'll ever get to play this thing, just an idea floating in a notebook for a while.
Thoughts appreciated.
Xenian's are non-humans who live in New Crobuzon, a place whose creation was clearly influenced by Charles Dickens and William S. Burroughs. On top of which, the author has talked about clearly being a geek and loving to flip through the Monster Manuals when he was a kid.
Neat stuff.
I've long thought that Burning Wheel would be THE game to run a Bas Lag influenced setting. But what is the setting about?
Its about Monsters and Marxist Class Struggle.
So, on to the emotional attributes:
Iron: This is the attribute that stands for going along with what your social class is supposed to do. The player and GM should decide the character's lot in life based on the lifepath choices.
After spending a Fate point this attribute can be added to any roll that goes along with the character's lot in life.
When you hit ten you begin your death kicker, during which you will die in some manner, keeping the status quo.
Fire: This is the attribute that stands for fighting against the regime, raging against the machine, etc.
After spending a Fate point this attribute can be added to any roll that aids in the character's class warfare.
When you hit ten, you begin your death kicker, during which you will die for the revolution. This can be as fast as being picked up by the militia and never being seen again or as dramatic as leading an assassination attempt against a corrupt public official.
Steam: This is the attribute that stands for rising above the class lines for some kind of higher purpose, be it love, a passion or scholarly pursuit or religion. This high purpose should be clearly defined in the character's Beliefs and Instincts.
After spending a Fate point the character can use this attribute to add the dice to any roll that aids their passion. Perhaps there will also be a Faith-like list of miracles and such.
Other tidbits I'd like to add:
I'd like to re-read the Monster Burner and make clear rules for making non-human citizens of the city.
I'd like militia dice for each character, particularly if they carry illegal weapons. Perhaps some dice to roll when they make Circles test. If their militia dice are higher than their Circles test dice, the militia will be paying a visit. Perhaps a bribe of a Fate point for one Circles test per game to mitigate the risk and encourage players to make a Circles test per game.
I have no idea when or if I'll ever get to play this thing, just an idea floating in a notebook for a while.
Thoughts appreciated.