[writing] Wordplay 2

First Age

D&D h@ck3r and Hopepunk
Staff member
#1
Writing is well underway for Wordplay 2nd Edition, set in Dramaguhl: City on the edge of Nowhere. We're hoping to have much of the text in the bag by the end of the Summer. These thread will have occasional pontifications and slices from the draft text.

I'm currently finishing off the core game rules. To a large extent they are now done, only needing some examples to confirm how to approach things. Once this book is done there will be a short tome called Wordplay Essence, which will have the core rules without any setting, but with ideas on how to apply the game to any setting.

Weapons, Armour and Shields
Don’t worry too much about exacting lists of weapons armour and other equipment of warfare. The equipment bonus Trait of 1-5 dice can encompass this with some forethought. Here are some suggested Traits with their values:

Battleworn spear and ragged leather armour 1
A good blade and trusty armour 2
The finest of Republican armour and master forged sword 3​
Signature, powerful or legendary named weapons may have even higher value Traits, or may benefit from the effects of Scale.
 

First Age

D&D h@ck3r and Hopepunk
Staff member
#2
Here's my first character sheet for Wordplay 2 with the revised numbers. Cadmus is for my Palmyra game and already has two significant and one major advancement, upping one of his Attributes and a number of his Traits. He'll be on 11 dice for core combat checks, which is heading for top end in the new system.

You'll see the core game rules at the bottom of the sheet. Much the same as ever, but with just one personal Trait allowed and leveraging one scene trait if it helps. An opponent flaw or damage trait may also help.

Cadmus-1.png
 

First Age

D&D h@ck3r and Hopepunk
Staff member
#5
Treasure Hunter

The city of Dramaguhl is ancient, being present from the beginning of history. Such weight of time and power have littered both the city and the once great lands now called the ‘Desert of Nowhere’ with incredible treasures and wonders. Often these prizes are buried layer upon layer by the weight of the city’s age or the magical destructive energies that created Nowhere. Mere human curiosity is not enough to uncover these shortcuts to power and riches, you need someone like you, a treasure hunter. You have stories of your own of the strange guardians and dangers you have evaded to acquire ancient marvels, the patrons who profited from them, and the horrifying consequences of their possession. Though hunting these relics of power is incredibly dangerous, you know that some things really should be left unfound, and certainly should not fall into the wrong hands.

You seek these treasures. You’re no villainous knave or dusty archivist though. You’re a treasure hunter, devoted to the recovery of ancient and valuable things.
 

First Age

D&D h@ck3r and Hopepunk
Staff member
#6
Commandery of Legions

Encased in the impregnable walls of the High Citadel atop Bastion Rise district, the ancient commandery of the legions prepare the great campaign that will sweep the Autarch to the prophesied dominance of all the lands. Here, the High Legate, Commander of Legions, protects the city from Usurpers and greater, more insidious, perils. Orders and commissions are dispatched to the twenty three corners of the city, convulsing the everlasting legions into life or providing letters to accredited mercenary bands to undertake more difficult and dangerous missions.

Mercenary bands come and go on sanctioned business of the Autarch: scouting the outlands and the wastes, delving deep into the forbidden depths of the city, reclaiming lost Districts to creeping terrors that have emerged between the cracks of worlds, rescuing communities within and without the walls of the city.

By rotation, the Everlasting Legions parade, lost in the vast Field of Glory grounds, before returning to their barracks strewn amongst the districts of the city. Replicas of all the legions’ regalia are preserved in the Commandery in the Hall of Legions, where songs are sung of the heroic, and at times, unlikely exploits of each of the armies of the Autarch.

Here, amongst the schools of command and tactics, is the military nerve centre of the old empire. A place where the past is revered and celebrated and the future prepared for. Behind the facade of pomp and glory, the Ten Tacticians draw up the plans to bring the city back into the centre of everything. It is said that, despite the whispered weakness of the city, they have found a workable strategy to regain splendour. What secrets have they uncovered? What relics have fueled this possibility? What bargains and pacts have they made and at what cost? Somewhere, somehow, the Commandery is starting to talk of the Time of Reckoning, the beginning of The Great Campaign, a restoration of the world, the dawn of a new era.
 

First Age

D&D h@ck3r and Hopepunk
Staff member
#8
The Sacred Archivists

In the endless maze of corridors and deep rooms of The Archive lie the ordered records of all of existence. These leather bound tomes, scrolls anditems of wonder are continually appended and classified under a confusing multitude of categorisation systems that have evolved and died over the ages. Only the scurrying sacred archivists can find anything in this labyrinth of learning, this nexus of all knowledge. The long tradition of the archivists is to always look outwards to continually add to the corpus of records. As such, they commission expeditions, perilous missions and unconscionable experiments to test the accuracy of their current records and to improve the way the records reflect the current world. Nothing is ever discarded. Redacted and superseded records are maintained to preserve the lineage of learning and to provide a narrative of the development of knowledge.

Sometimes, usually under some form of duress, they will even allow others to look at the records for some practical purpose. Of course, that isn’t the point of the Archive. The point is the intricacy and integrity of the records themselves. The traditions of storage, the rituals of the records, the lattice of protective wards, the illusory doppelganger chambers, all breathe a cloistered life of reverence to the Archive itself. The fashions of understanding will live forever within these hallowed halls.

Within their pale and dusty ranks can be found the Acquisitors. These daring archivists undertake the most critical of expeditions, seeking out valuable truths and objects of immense power so that they can be buried within the Archive’s sacred hoard. To supplement The Archive’s perilous finances, Acquisitors are hired by the wealthy to recover items of wonder, lost treasures, missing family members and the truth behind wayward stories. An Acquisitor will not rest until the target is appropriated by whatever means. At times, acquisitors, investigators, wayfinders and justicars can make unlikely companions to a common purpose, each with their own motives.
 
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