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Musica Universalis

~ May 4 – May 6, 2018

Musica Universalis

Author Archives: pogue

Video

Black Sunday KGNC Broadcast

18 Sunday Feb 2018

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On the afternoon of Sunday, April 15th, 1935, one of the worst dust storms in American history devastated the Plains States. The Black Sunday storm happened about four and a half months prior to the events of Musica Universalis. In this game-world clip, Amarillo KGMC broadcaster Mike MacInnis warns residents to take shelter. At game time, Panhandle residents will have visceral memories of having recently survived this event, and folks who weren’t present will all have heard the harrowing stories.

NPCs

12 Monday Feb 2018

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Want to earn tasty CP? 

We need pre-regged NPCs for the weekend of May 4 – 6, 2018.

Here’s a teaser trailer, for flavor (more info below):

This game will focus more on roleplaying and characterization than on combat. As such, while a willingness to crunch is great, an enthusiasm for RP is also important.  The reason we need pre-registered NPCs is so that we can send out roles and writeups ahead of game.

Musica Universalis is a story set in an alternate world, where devils, angels, and the supernatural rub elbows with the mundane in dust bowl America.  It is heavily influenced by alt country, bluegrass, and early blues.

Participation in group singing is 100% optional, yet encouraged (no talent required!)  We have a short playlist of group songs available on Spotify and Google Play.  Lyrics can be found here.

Please feel free to reach out to us with any questions at musicauniversalisgms (at) gmail.com

Interested? Please join our NPC mailing list!

If you know someone else who may be interested, please boost the signal and let them know.

Currently we are able to offer CP for the following Accelerant campaigns:

– After Dark
– Aralis
– Crossover
– Madrigal
– Tales of the Cotting House
– Threshold
– Shadowvale

If your game isn’t listed above, please drop us a line.  We are still waiting to hear back from several campaigns, and are optimistic that we’ll be adding to this list soon!

Image

“Some sort of infernal machine”

30 Thursday Mar 2017

A story found below the fold of the front page in the Sunday, Aug 31st, 1930 edition of the Amarillo Globe-News. Someone has circled it in red and left it on your doorstep.
news story

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Posted by pogue | Filed under World Fiction

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Moving On

03 Friday Mar 2017

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A disheveled elderly man with watery blue eyes and a nervous laugh breaks the silence around the pitiful fire. It is not until he begins speaking and you turn your attention to him that you realize that he is wearing his shirt backwards.

I used to have a family. Used to be respectable. I worked hard, I married my high school sweetheart, I went to church every Sunday. I did everything right. Now look at me.

Look at me. Really look at me. What…how did I get to this?

He sighs and laughs his nervous laugh again, looking down the hill towards the train yard

I can’t keep away from the trains. I just can’t. I don’t even want to ride the rails. I want nothing more than to be home. I don’t even know if I’d be welcome anymore. It’s been…years. I hear I’m a grandfather now. So that’s good? I guess. I guess, yeah.

But it also means I definitely can’t go home. I hear the whispers in the whistle. I hear the seduction in the slow churning thump of the locomotive. I have already lost myself to it. I’m already a passenger on the Devil’s night train. I have to keep riding. I have to hope it protects my family from the voice, from that smiling bastard.

You’ve seen him, right? I can’t be the only one that has seen him walking the tracks at night. Muttering promises of everything you could ever hope for, if only you’d give up just a bit inside. Hand over everything that makes you, well…you. Human. Special.

That’s how I know I’ve got a grandson. Because he knows. Because he’s told me, with a big plastic smile on his face.

There is a long silence here, as the old man has touched on one of those things you don’t discuss in polite company, even if that company is poor and desperate. No one, not even you, can bring yourself to meet those watery eyes again. He finally laughs nervously again, breaking the quiet.

Don’t worry you old superstitious louts. I’m leaving tonight. Pushed to sell another little piece of myself to keep my ‘good friend’ by my side, rather than roaming. My train is coming, and it is time for me to be moving on.

He rises painfully and limps down the hill towards the train yard, the eyes of the others following him as long as the firelight allows.

Like the Plagues themselves…

20 Monday Feb 2017

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A sun-wrinkled elderly woman vigorously enjoying her rocking chair calls out to you as you hurry down the beaten dirt track, looking for cover before the next storm hits. Her gulping gasps, so typical of dust pneumonia, seem to come impossibly intermingled with her words, almost giving the impression that she doesn’t need to pause to breathe.

Quite some weather we’re havin’, ain’t it neighbor? I mean, don’t get me wrong, it’s downright glory be to have some rain at last, just wish it weren’t all comin’ down at once like there’s no tomorrow. Course the way things’ve been goin’, maybe that’s not too far off? Know what I mean?

You see the storm last week? Aw, what am i sayin’, course you did. Ain’t no one alive coulda missed that. Twister tore right through town, tossed one of them big rail cars over like it was an angry child. And then the thunder! Lord almighty, the thunder. Rain so fierce the Republican burst its bank lickity split, and it’s been so low the past two years gone that even a horse’d have trouble gettin’ a good drink. But I hear that’s exactly what it did, jumped right over the banks and went pourin’ every which way. Milly says that it even washed the McNiece’s farmhouse clean down to Red Willow.

Still, I’ve been so dried out I woulda taken it, no matter how hard it was comin’ down. I get so parched these past two years, I can hardly remember who I am and which way is up. So it was nice to have a bit of wet to wash away the doubts and remind me, know what I mean?

Lord have mercy, I’ve gone and scandalized you. I am so sorry, honey. I was just reminiscin’ about the good old days, when a body could take a bath or two every week and didn’t need to keep the leftovers for dishwashin’. I didn’t mean to make you uncomfortable.

Besides, I ended up just stayin’ inside snug as a bug. Whatever hopes I mighta had about gettin’ wet were thrown away when that dust storm blew on in from the south. All that red clay slammin’ into the rain and fallin’ out of the sky? Looked too much like blood. Gave me the creepin’ willies somethin’ fierce. Straight out of the good book, you know? Moses and his bloody river. Like the plagues themselves have come to roost…

Characters and Expectations, pt 3

14 Tuesday Feb 2017

Posted by pogue in Logistics

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In this last post about characters and expectations, we will be discussing combat and conflict during the course of the game, and the rules to manage them.

We’d like to preface this discussion by repeating something we have said before, but is important to make sure we emphasis. Musica Universalis will be a game focused on roleplay and politicking. While there will be some boffer combat, it will be less than most other Accelerant games. Setting expectations is vitally important for both players and game runners, so we want to make sure we are up front about that, so no one is showing up expecting a weekend-long slug fest.

With that said, it will not be a no combat game. The approach we are looking to take is a theater-style game, where the combat mechanic happens to be boffer combat. Specifically, we will be using the Accelerant system. The Core Rules, which all players are expected to be familiar with, are covered in chapter one here. While the game can and likely will support some non-combat characters, we are asking that everyone know the various effects and calls you might hear during the course of the weekend. Even if you are not directly in combat, some of these will likely apply to you.

We have received some questions, mainly from people already familiar with the Accelerant system, about how we intend to approach skills for PCs. The short answer is “It is complicated and mostly on an individual basis.” The long answer is that we will be approaching each character individually, rather than building headers (character classes) for people to select from, but that there will be a few commonalities across the board. A character’s final skillset will come from three main categories: innate abilities, equipment, and Songs. Below is a long and somewhat rambling explanation of our approach.

Innate abilities refers to things that you can do, be they because of training, experience, or who and what your character is. If your character was a soldier in the Great War, they might have been trained in the care and use of guns and munitions, some hand to hand, and perhaps has great endurance from days of marches and light rations. If you’re an ex-rumrunner from Chicago you might know how to use a tommy gun, the best way to keep something hidden, and the ins and outs of the US criminal justice system. If you are security in a club that caters to the infernal you likely know how to take and give out a punch, and probably have a bit of insight into which demons you should probably just let get away with things. And finally, if you end up playing a supernatural you may have…things you can do that an average human can’t. Innate abilities cannot normally be traded or taught during the course of game, though determined PCs may be able to find people at the market to deal with, should they be willing to pay the high price. Trading intrinsic pieces of yourself is usually not recommended, however.

Equipment is pretty much what it sounds like. Just because you know how to use a gun doesn’t mean you have one. We won’t be restricting every personal item by any means, but owning a sword in the 1930s is not a common thing, for example. Additionally, unlike many other games, we will be restricting the amount of ammunition guns come into game with. If you’ve got a crappy revolver with 5 shots, that’s all you get. Probably worth trying to buy some, or asking someone with extra if they’re willing to gift you some. (We won’t be bothering with caliber, a nerf dart is a nerf dart). In this environment, having something like a bandolier of ammunition suddenly becomes a special ability in and of itself.
While this category includes mundane items, it also includes Instruments. Instruments are physical objects that have a bit of a Song attached to them, and are used as tools by less powerful individuals to manipulate Songs. While some can be used by anyone, there are frequently requirements an individual needs to meet to tune themselves to the Instrument, and therefore use it. Think of them a bit like Thread Items for Earthdawn. There will be a more detailed post on Instruments, Songs, and Music later on. In quick terms, though, Instruments will give abilities that can be used, just like regular equipment, assuming you meet the requirements.  
All equipment can be freely traded and (assuming you can use it through training or attunement) used by anyone during the course of game. Stealing is strongly discouraged by both the Crossroads Market and game staff.

Songs are, effectively, magical power. Some Songs will have passive effects, for example a Song of Health might increase your vitality by 1. Others will have active effects, for example a Song of Despair might allow you to weaken others once per battle. Many songs have a mix of both passive and active effects. As with instruments, not all Songs can be learned or sung by everyone. Again, we will cover this more in a later post. Songs can be traded in the Crossroads Market freely, though characters may have reasons not to want to do so. The most obvious of these reasons is the fact that most PCs do not have enough control of the Music to teach someone a Song and remain attuned to it as well. In game terms – if you make a bargain to give up a Song, you lose access to it. Hope you are getting something worthwhile in return!

This all seems pretty complicated, so we’ll try to set your minds at ease.

You will have a base set of skills and abilities. Some of these abilities you can trade away during the course of the game, but only if you want to. Most we expect to remain consistent.

As always, please let us know if you have any questions by leaving a comment or emailing us at musicauniversalisgms at gmail dot com

Characters and Expectations, pt 2

06 Monday Feb 2017

Posted by pogue in Logistics

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In this post, we’ll be talking about the types of characters we will be looking to write.

While the backdrop (and, let’s be honest, a large portion of the plot) is right there on the main page – “Radio is destroying the universe.”, we don’t want that to be the entirety of the story we are telling. The war in Heaven, which until recently had mostly ground to a cold war with occasional proxy conflicts, has been largely ignored by those living on Earth (both human and other) for centuries. That is no longer sustainable, and the various power players from ‘upstairs and downstairs’ are attending a last-ditch peace conference to try and stop the destruction of the universe as we know it, with the PCs pressed into service as unlikely, unprepared, and perhaps unhappy diplomats.

(Relatedly, and we will discuss this more in a future post about combat, but this means a lot of the game will be talky.)

The time period and location of the dust bowl were selected with intention. While this is story about the troubles the universe is facing, we are looking to explore it from a human perspective. Or at rather a ground-view one, to be more accurate. A low fantasy cosmology larp, so to speak. Even if the character you end up with is more (or less) than human, their experience and perspective will be shaped by the time frame and location they live in. By the apocalyptic dust storms, the desperate economic straits, and the aftermath of the Great War, yes, but also by the rise of a mobile culture as a result of the automobile, widespread cultural contact due to radio and movies, and the memories of the relatively recent boom times. We want to layer those experiences with the supernatural and magical experiences, rather than having one wipe out or overwrite the other. Certainly there will be characters that are more involved in some aspect of the game than another, but everyone exists in a cohesive world.

This means that when a friendly supernatural NPC shows up to ask you for help, it may not solve your personal plot. You may have better luck sharing your plight with other PCs. There will be variations in ‘how self-driven is my plot’, and there will be a question to that effect on the questionnaire, but sharing your story with other PCs is expected to be some of the fun of this game.

Another important pillar of this game is music. First off, musical talent or knowledge about theory is in no way required to play this game. We do, however, ask for willingness to sing, drum along with, or otherwise participate in songs during the course of the game. In a world setting where music is literally magic, this enthusiasm for it is, in our view, key for both story and structure reasons. We will be providing an playlist for enthusiasm purposes likely the same time as the casting form, and will also provide a handful of songs that your character should know and be able to relay in some form during the course of game once casting is complete. (semi-melodic chant-reading of transcribed lyrics is totally a-ok) Characters in this world know that music has power (to various degrees), but all share a connection with and enjoyment of it.

So that’s our approach! Please let us know if you have any questions, and thank you so much for your interest in MU.

Interested in PCing? Sign up for the mailing list Here.

Want to help us out as an NPC? Sign up for that list Here.

Characters and Expectations, pt 1

01 Wednesday Feb 2017

Posted by pogue in Logistics

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As mentioned in our FAQ, Musica Universalis will not be a BYO Character game. Instead, we will be writing all the characters, and assigning players based on casting questionnaire responses, similar to how Intercon or other theater larps do so. Our reason for choosing this approach is pretty simple; in a one shot game, it is much easier to seed plot and information if we control the backstories. This helps ensure that all characters have some stake in at least some of the many events occurring throughout the weekend, which in turn we hope will help keep players busy and happy.

This means that you will be provided with a character sheet and a world information packet (referred to as blue sheets), which you should read and be familiar with.

Rather than create the characters entirely in a vacuum, we are trying a hybrid system. We will have concepts and partial histories for the characters written when we send out the casting questionnaire, but the final touches and personality details will be added in direct response to your feedback. In order to have enough time to incorporate your feedback, we will be sending out the questionnaire pretty early in the grand scheme of things. The exact timeline is still under review, but likely early summer.

More immediately important, we will be writing characters to round out a story based on the number of players interested. We will be sending out a player interest poll in the next month or two (we are trying to nail down dates as much as possible first), and ask that everyone who is interested in PCing fill out the poll. We will have a PC cap, and if there are more interested players than there are spots we will be selecting via lottery. We will have a wait list (which will also operate on a lottery system), but also invite (plead with?) any interested players that didn’t get in to join the winning….err, to join us as an NPC. We have many delightful roles on both sides, and would love the help!

Again, player interest poll will go out sometime in the next 1-2 months.

Sign up for the player mailing list to make sure you get the link!

Roads Have Power

27 Friday Jan 2017

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A man in a sharp yellow shirt with a crisp, pointed collar and a smile that is too wide sits down next to you on as the bus rattles down Route 66 and begins speaking in a casual tone.

I love roads. I absolutely adore them. The sheer subtle brilliance of the idea of codifying travel. Of facilitating and restricting it at the same time. I thought railroads were the tops when they started cropping up, but nothing, and I mean nothing, beats highways. You know why? Access, sure, and convenience, but most of all choice. Or the illusion of it anyway. It is brilliant! It is gorgeous…

It used to be if you wanted to get to from here to there you’d walk. Or ride, I guess. I’m not that old. Sure there were paths and even some roads. Romans loved their roads, after all, but if it wasn’t the fastest route, most people had no problem setting out across country. Railroads were a nice step, but no one ever really believed they could go where they want. Everyone knew if you wanted to get to Santa Fe you’d have to pass through Topeka, regardless of whether your riding Rock Island or a Chief. There was something to be gained in the way rails could doom or ensure the future of townships, but that ended after the early years. A love affair grown stale.

But now there are highways. Perfect highways.

Each one winds here and there following a combination of half-remembered migrations from the past and the arbitrary restrictions of ownership and right of way laws. Plain to track, track to path, path to road, road to highway. Each step writing itself into the public belief. Each one solidifying itself as it grows and stagnates. And now each one beckoning to every individual with a car “Look at me! Follow me! I can take you anywhere!” Which is, of course, patently untrue. Delightfully so. An untruth that Americans have so completely bought into that your makers have started selling you automobiles based entirely on the premise of Freedom. “See the land! Have an adventure! Explore!”

Yes. Explore the same blacktop every other local pursues. Follow the path that countless men toiled to prepare before you while celebrating your bold nature. Be led down the identical routes as everyone else, never looking for what exists beyond the median and a few nice vistas beyond your windscreen. Chose to abstain from choice and follow the easy path.

That’s what I love about highways. Blinders, bindings, power, and placebo all rolled into the same package, and all inflicted on yourself. It is baffling. It is beautiful! It is so, so gorgeous…

Instruments

11 Wednesday Jan 2017

Posted by pogue in World Fiction

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After you finish asking your questions the man in greasy coveralls and a brand new Stetson takes a deep pull from his beer and leans back on his stool

Well the first thing you gotta understand is that the Music isn’t meant for us. Well, not meant for us to hear, anyway. Not in the way you think of when you hear the word “Music”. It’s more like…like the engine that keeps things running behind the scenes. Most folks just turn the crank on their model T, hop in, and head on out for a whirl. Living their life, heading wherever they are set to go. If they hear they rattle and roar of the engine at all, they quickly tune it out as background noise. Incidental to their hopes and dreams.

But is isn’t, is it? The pitch of an engine can tell you everything you need to know about the health of an automobile, whether you should get in it or not, whether you stand a chance in hell of outrunning it. Anyone that’s ever heard a straight six can tell you it is a whole different world.

The Music is like that a bit. If you’ve got the ear and if someone’s taught you what to listen for, you have a chance of knowing a bit about what is going on underneath the hood without having to pop it up and take a look. If you want to do something about it, though, you gotta get in there and get your hands dirty. And you’re going to need tools. I’ve heard rumors that some of the Shining Ones or other crossroads folk that can just hum and coax the engine around that way, but you and me have to get about it the hard way. Like I said, Music isn’t rightly meant for us.

So you’ve got your engine and you’ve got the tune you want it to play, the pitch you want it rattling at. How you get them to come together is where the tool comes in. You wouldn’t use a ball peen to tighten up the breaks. Gotta find something that matches your purpose. Your intention.

That’s really all an instrument is. Just a tool you pick out to help you match your song to your intention. Could be just about anything, long as it picks up a bit of the rattle of the world. I’ve seen everything from banjos and trumpets to candles and books. Even saw a gat once. It’s song scared me stiff.

Simple in concept, though. Just find what works for you and start tuning. Easy as pie, as long as you’ve got the ear for it. And the wherewithal to deal with what happens if you break something monkeying around in someone else’s engine.

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Recent Posts

  • Black Sunday KGNC Broadcast
  • NPCs
  • “Some sort of infernal machine”
  • Moving On
  • Like the Plagues themselves…

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