A great way to start a low-level (Level 1) game is to begin with a small setting and expand as needed. With magic in the world, urban landscapes can feel like four-color comic books, decorated with amazing happenings and fantastic beings. But in a rural, small-town setting, the feeling can be very different. You could have a bright, uplifting location that encourages the best in players, pitting their characters against old rivals, like Smallville.
If you want something darker, more insular, you could have a setting like Seal Cove.
Seal Cove is a small fishing village in the Pacific Northwest. At one time it was a company town where everyone who lived here relied on the Marion Family Fishing Company. The Marion Family is still prominent in the area but they sold their fishing boats and cannery long ago, which led to massive unemployment. Seal Cove shrank to a fraction of its size; the people who stayed behind were those who supported the town. These were the grocers, the mechanics, the school teachers and other necessary people.
Seal Cove is reinventing itself as a great site for whale watching and deep sea fishing but its record with tourists is not great. Dangerous coastal roads are the best way to approach the town. Heavy forests kept the Interstate from connecting directly with the town, limiting traffic.
Instead, take these as suggestions for forces that could be used to motivate play and stimulate characters into action.
As the players make their characters, ask a lot of leading questions. Try to get an idea of what interests the players and what motivates their characters. Encourage them to take Flaws that will allow them opportunities to gain Legend Points - in other words, get them to take Flaws that force them to take actions they may not want to.
At the end of character creation, you should know who the Mysterious Forces are and why they matter to the characters. Then you can start playing.
Why did the Marion Family sell their fishing boats and cannery? Do they know something about the sea that others don't?
Why do they stay in Seal Cove?
The Marion Family maintains a lot of power in Seal Cove. Much of the town belongs to them. The main street where people buy their groceries, eat their hamburgers and shop for winter boots all belong to them. There's a few big box stores down the highway but that 3 hour drive is too much for most townies.
They tend to influence the town council but don't directly control it. Ever since they shuttered their business the people of the town refuse to vote for them, despite regular attempts to gain office. Instead they make subtle contributions and nudge their tenants to influence town matters.
The Sea Folk
Why is Seal Cove different? Why are there so many fish but so little fishing?
What happens in the caves when the full moon rises?
The Sea Folk are a legend. The people of Seal Cove have always heard about them. Even when the first settlers made camp along the coast, the native people tried to warn them that the area was haunted. The curse of the Sea Folk is not clear. Sometimes tourists disappear. Other times, natives go missing for weeks at a time. Everyone blames the Sea Folk without understanding what they are.
The Sea Folk exist as a threat because no one knows what to expect from them. As the characters explore they might learn their secrets or find out that they're really something different altogether.
Selkies are people who have learned to transform into seals using magical pelts. The selkies are a magical people that migrated across America with the Europeans. Unlike so many magicals, the Selkies have never had trouble blending in when they want to.
The Selkies are excellent allies against the Sea Folk. They have two major goals: 1. Keep the sea around Seal Cove clean and healthy. 2. Keep the people of Seal Cove safe in the water. A story that involves the Selkies as Allies could have lots of water action; boats, swimming, exploring sea caves in search of the truth behind the Sea Folk.
The Lighthouse
The sea is really the focus of Seal Cove. Whatever mysteries there are to explore end on land but start in the sea. Depending on the goals of the game, the Lighthouse could be a secret group of do-gooders that know what is happening in Seal Cove, why the Marion family is so interested in the area, and what to expect under the water. The Lighthouse as group could provide knowledge and assistance to the players, especially when the entire town and its assets is turned against them by the powerful Marions.
If the game doesn't need that strong supporting cast, such as if the Selkies are major allies or the player team represents a strong force, the Lighthouse could be a small beacon of hope and true knowledge, run by a lonely and somewhat mad lighthouse keeper. This could be the sort of NPC that shines a light on where the players should look first but soon is removed or ends up being obsolete.
If they are visitors, Seal Cove is hostile to them but friendly on the surface. The hidden currents of small town politics and mysterious forces keep them from reaching what they really want but the people smile at them the whole time.
The team is going to revolve around a Mystery and Mysterious Forces. The Mystery is what is really going on in Seal Cove. The Mysterious Forces could be Sea Folk v. Selkies or Marion Family v. Lighthouse. This could be done in chapters with the team first exploring the town and confronting the Marions, then realizing the true dangers in the sea: the Sea Folk.
Researcher: new to the town, the Researcher wants to get some personal data to contrast against the unusual findings that they've stumbled across in Seal Cove. Their Extraordinary attributes could be Prescience to further their research or Influence to uncover the truth.
Librarian: the librarian is a native, one of the rare people of Seal Cove that left town and came back. Maybe an ailing family member or a long-unsolved mystery has brought them home. They have access to all the town records, maybe also some forgotten magics? Extraordinary attributes of Energy, Entropy or Protection could reflect their magical learning.
Schoolteacher: the schoolteacher has suddenly become responsible for the children of Seal Cove. They all have their eccentricities but they need protection. The schoolteacher could focus on Protection, reflecting their need to keep others safe. They may have other Extraordinary attributes that reflect magical training or innate ability. This could be a great character to add a magical race to for roleplay potential! How do the parents of Seal Cove feel about their children learning from an Orc?
Boat Mechanic: The Boat Mechanic is a native who knows the water. They aren't afraid of being out there, but they know that something supernatural is going on. They could be very strong or very nimble but they also have a force of will that allows them to survive where others fail. This could be Influence, Protection or something even more Extraordinary.
Eco-Activist: The waters of Seal Cove are unsafe. To an outsider like the Eco-Activist, this is a problem that needs to be solved. Sure to be in opposition to the Mysterious Forces in Seal Cove, this character is going to need some way to handle what they find. Maybe the Eco-Activist is magical and can use Alteration or Entropy to handle what they find under the water. They might need Influence to get answers. Movement or Protection could keep them safe.
Federal Agent: A classic of the mystery game, the Federal Agent has external support and legal power but gets no help from the locals. They local law enforcement might actively hinder them. Extraordinary Protection could reflect standard issue armor. If they didn't have other Extraordinary attributes, they might have high scores in Presence and Will to reflect their strength of personality.
Selkie's Child: The Selkie's Child is a person coming into their magic. This could be a native or part of the extended family from far away, but a magical heritage awaits them. They will deal with learning about this new identity as well as learning about the mysteries that surround Seal Cove. Their Extraordinary attributes could include Alteration or they might have the Alternate Form feat to represent their transformation. Also recommended are Creation or Protection powers to represent their innate magics.
Hidden Troll: Somewhere on the edge of town, the Hidden Troll lurks. This might be in a sea cave, beneath the lighthouse or in the forest. The Hidden Troll is a character that doesn't belong. Their incredible strength is wasted with nothing to protect, so they begin to watch over the party as a surrogate family. Protection or Energy could be appropriate Extraordinary attributes.
Gnome Explorer: Curious and irrepressible, the Gnome Explorer is an outsider that must find the answer to the mysteries of Seal Cove. Where other characters might want explanations or to resolve personal matters, the Gnome explores because they want to know. They cannot be dissuaded but can be delayed or distracted. Their Extraordinary Prescience helps them find their answers. Influence might be needed to get others to speak with them.
If you want something darker, more insular, you could have a setting like Seal Cove.
Seal Cove is a small fishing village in the Pacific Northwest. At one time it was a company town where everyone who lived here relied on the Marion Family Fishing Company. The Marion Family is still prominent in the area but they sold their fishing boats and cannery long ago, which led to massive unemployment. Seal Cove shrank to a fraction of its size; the people who stayed behind were those who supported the town. These were the grocers, the mechanics, the school teachers and other necessary people.
Seal Cove is reinventing itself as a great site for whale watching and deep sea fishing but its record with tourists is not great. Dangerous coastal roads are the best way to approach the town. Heavy forests kept the Interstate from connecting directly with the town, limiting traffic.
Keeping Things Open
This example is mysterious. Anything could happen during the course of the game and the GM will want to roll with it. Players might have really fantastic ideas about what is going on, so there aren't any final answers about the Threats and Allies mentioned below.Instead, take these as suggestions for forces that could be used to motivate play and stimulate characters into action.
Get Started with Seal Cove
To get a Seal Cove game started, I would get the players together, talk about the scope (small town) and scale (local) of the game. Discuss character concepts and think about how much of an impact magic and the magical are going to have on the game. All of this helps you get the sort of game that you expect while making sure that your players have a game that is interesting to them.As the players make their characters, ask a lot of leading questions. Try to get an idea of what interests the players and what motivates their characters. Encourage them to take Flaws that will allow them opportunities to gain Legend Points - in other words, get them to take Flaws that force them to take actions they may not want to.
At the end of character creation, you should know who the Mysterious Forces are and why they matter to the characters. Then you can start playing.
Threats
The Marion FamilyWhy did the Marion Family sell their fishing boats and cannery? Do they know something about the sea that others don't?
Why do they stay in Seal Cove?
The Marion Family maintains a lot of power in Seal Cove. Much of the town belongs to them. The main street where people buy their groceries, eat their hamburgers and shop for winter boots all belong to them. There's a few big box stores down the highway but that 3 hour drive is too much for most townies.
They tend to influence the town council but don't directly control it. Ever since they shuttered their business the people of the town refuse to vote for them, despite regular attempts to gain office. Instead they make subtle contributions and nudge their tenants to influence town matters.
The Sea Folk
Why is Seal Cove different? Why are there so many fish but so little fishing?
What happens in the caves when the full moon rises?
The Sea Folk are a legend. The people of Seal Cove have always heard about them. Even when the first settlers made camp along the coast, the native people tried to warn them that the area was haunted. The curse of the Sea Folk is not clear. Sometimes tourists disappear. Other times, natives go missing for weeks at a time. Everyone blames the Sea Folk without understanding what they are.
The Sea Folk exist as a threat because no one knows what to expect from them. As the characters explore they might learn their secrets or find out that they're really something different altogether.
Allies
SelkiesSelkies are people who have learned to transform into seals using magical pelts. The selkies are a magical people that migrated across America with the Europeans. Unlike so many magicals, the Selkies have never had trouble blending in when they want to.
The Selkies are excellent allies against the Sea Folk. They have two major goals: 1. Keep the sea around Seal Cove clean and healthy. 2. Keep the people of Seal Cove safe in the water. A story that involves the Selkies as Allies could have lots of water action; boats, swimming, exploring sea caves in search of the truth behind the Sea Folk.
The Lighthouse
The sea is really the focus of Seal Cove. Whatever mysteries there are to explore end on land but start in the sea. Depending on the goals of the game, the Lighthouse could be a secret group of do-gooders that know what is happening in Seal Cove, why the Marion family is so interested in the area, and what to expect under the water. The Lighthouse as group could provide knowledge and assistance to the players, especially when the entire town and its assets is turned against them by the powerful Marions.
If the game doesn't need that strong supporting cast, such as if the Selkies are major allies or the player team represents a strong force, the Lighthouse could be a small beacon of hope and true knowledge, run by a lonely and somewhat mad lighthouse keeper. This could be the sort of NPC that shines a light on where the players should look first but soon is removed or ends up being obsolete.
Character Concepts
The characters for this example are strongly rooted in the setting, or the exact opposite. If they are natives, they will have knowledge of the area but should have just hints of what is really going on around them. Their families could be connected to the Marions or opposing them.If they are visitors, Seal Cove is hostile to them but friendly on the surface. The hidden currents of small town politics and mysterious forces keep them from reaching what they really want but the people smile at them the whole time.
The team is going to revolve around a Mystery and Mysterious Forces. The Mystery is what is really going on in Seal Cove. The Mysterious Forces could be Sea Folk v. Selkies or Marion Family v. Lighthouse. This could be done in chapters with the team first exploring the town and confronting the Marions, then realizing the true dangers in the sea: the Sea Folk.
People of Science
Some of the characters in a mystery game should be learned, people who understand how to solve mysteries and investigate. Scully in the X-Files is a great example of this. Here are a few ideas.Researcher: new to the town, the Researcher wants to get some personal data to contrast against the unusual findings that they've stumbled across in Seal Cove. Their Extraordinary attributes could be Prescience to further their research or Influence to uncover the truth.
Librarian: the librarian is a native, one of the rare people of Seal Cove that left town and came back. Maybe an ailing family member or a long-unsolved mystery has brought them home. They have access to all the town records, maybe also some forgotten magics? Extraordinary attributes of Energy, Entropy or Protection could reflect their magical learning.
Schoolteacher: the schoolteacher has suddenly become responsible for the children of Seal Cove. They all have their eccentricities but they need protection. The schoolteacher could focus on Protection, reflecting their need to keep others safe. They may have other Extraordinary attributes that reflect magical training or innate ability. This could be a great character to add a magical race to for roleplay potential! How do the parents of Seal Cove feel about their children learning from an Orc?
People of Action
In a mystery game, someone needs to act. They may know what's going on, they may not, but someone has to make things happen. These are a few ideas.Boat Mechanic: The Boat Mechanic is a native who knows the water. They aren't afraid of being out there, but they know that something supernatural is going on. They could be very strong or very nimble but they also have a force of will that allows them to survive where others fail. This could be Influence, Protection or something even more Extraordinary.
Eco-Activist: The waters of Seal Cove are unsafe. To an outsider like the Eco-Activist, this is a problem that needs to be solved. Sure to be in opposition to the Mysterious Forces in Seal Cove, this character is going to need some way to handle what they find. Maybe the Eco-Activist is magical and can use Alteration or Entropy to handle what they find under the water. They might need Influence to get answers. Movement or Protection could keep them safe.
Federal Agent: A classic of the mystery game, the Federal Agent has external support and legal power but gets no help from the locals. They local law enforcement might actively hinder them. Extraordinary Protection could reflect standard issue armor. If they didn't have other Extraordinary attributes, they might have high scores in Presence and Will to reflect their strength of personality.
People of Magic
Legends of Today is a game about magic in the modern world. Some of the characters in this mystery game should be magical! Think about how they interact with the town of Seal Cove. What is the reaction from the natives? Their indifference might be a sign that they know this is a mysterious place. They may just not be able to see beyond a characer's Seeming.Selkie's Child: The Selkie's Child is a person coming into their magic. This could be a native or part of the extended family from far away, but a magical heritage awaits them. They will deal with learning about this new identity as well as learning about the mysteries that surround Seal Cove. Their Extraordinary attributes could include Alteration or they might have the Alternate Form feat to represent their transformation. Also recommended are Creation or Protection powers to represent their innate magics.
Hidden Troll: Somewhere on the edge of town, the Hidden Troll lurks. This might be in a sea cave, beneath the lighthouse or in the forest. The Hidden Troll is a character that doesn't belong. Their incredible strength is wasted with nothing to protect, so they begin to watch over the party as a surrogate family. Protection or Energy could be appropriate Extraordinary attributes.
Gnome Explorer: Curious and irrepressible, the Gnome Explorer is an outsider that must find the answer to the mysteries of Seal Cove. Where other characters might want explanations or to resolve personal matters, the Gnome explores because they want to know. They cannot be dissuaded but can be delayed or distracted. Their Extraordinary Prescience helps them find their answers. Influence might be needed to get others to speak with them.
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