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Musica Universalis

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Musica Universalis

Category Archives: Logistics

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!

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