In late 19th century, astonishing developments in the field of science led to a strong period of technological development and enlightenment. Soon, the world saw the first clockwork computers, steam-powered vehicles and electrical devices. From the pages of the most outlandish science-fiction novels to the real world, nothing seemed to be impossible: mechanical automatons, giant cannons and electric submersibles awed the common people.
The player-characters are members of the prestigious Diogenes Club which sponsors adventuring endeavors throughout the world aboard the Icarus, an amazing airship with the latest technology.
The campaign follows the pulse-pounding adventures of the player-characters, inspired by the tales of Robert E. Howard, the steampunk genre, and the stories of Jules Verne and Arthur Conan Doyle. Prepare to be amazed!
CHARACTER RULES
Choose a Nature that is unique in the group. Try to choose unique Strength and Weaknesses but this is not mandatory.
Write a small background (no more than 2-3 paragraphs). The character is assumed to be of an adventurous sort, willing to travel the word in search of the unknown and to explore far places.
Do not create a grim, dark character.
SOME RULES
Pay attention to the comments section. Use it to plan moves with other players, to interject out of character comments, to comment on anything.
Pay attention to what has gone before, prior moves in the same scene and the overall flow of the story so your moves are appropriate.
Mind the non-player characters goals and attitudes.
Don’t steal scenes! If a scene requires a 3-point obstacle to pass, don’t play three cards. Because you can, doesn’t mean you should. Let other players participate. You can always play a card later.
Always justify the cards you play in the narrative. It doesn’t have to be the character speaking. An inner monologue or thought is just as effective. Explaining his actions to the reader is also good (remember, someone will be reading this, so ask yourself: will they understand my characters motivations?)
Just because there’s a challenge, you don’t have to play a card. However, even if you don’t play, your move must add to the scene or propel the story forward.
You can add speaking lines and descriptions of your own to the non-player characters and scenes. It’s your move, you decide as long as it doesn’t contradict anything that was established before or is against the element as described by the narrator.
Don’t add speaking lines or actions to other player’s characters, unless you both agree beforehand.
Above all: mind the game rules. They are there for a reason.
Hosted and narrated by:
HAL (Hugopt)
Started 05/23/14.
Scenes played: 5
License: Community License