Ossulstone Hundred – The Dee Sanction https://thedeesanction.com Covert Enochian Intelligence Thu, 16 Jun 2022 08:26:47 +0000 en-US hourly 1 https://wordpress.org/?v=6.3.3 https://i0.wp.com/thedeesanction.com/wp-content/uploads/2016/08/img_0067.jpg?fit=32%2C32&ssl=1 Ossulstone Hundred – The Dee Sanction https://thedeesanction.com 32 32 114957803 The Ossulstone Hundred – Digital Map https://thedeesanction.com/the-ossulstone-hundred-digital-map/ https://thedeesanction.com/the-ossulstone-hundred-digital-map/#respond Thu, 16 Jun 2022 08:26:47 +0000 https://thedeesanction.com/?p=870 Continue ReadingThe Ossulstone Hundred – Digital Map]]> You can now buy a digital PDF copy of the Ossulstone Hundred map, previously only available to Kickstarter backers and those picking up the physical A3/A2 sublimation printed fabric versions (available from All Rolled Up).

This hand-drawn and coloured map covers the streets and alleyways from the Skinners’ Hall and Steelyard in the west, to the Tower of London and the fields beyond the wall to the east. The Adventures Window of the Soul and The Gong-scourer’s Baby unfold on these streets – both kicking off across the river in Southwark.

The PDF provides a large format map, including layers that feature the wards on one and churches and notable inns on the other. In addition, as the world of Dee continues to develop and expand, the “living map” will be updated with more layers and content that will be freely available to those who purchase it.

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Don’t Sweat the Small Stuff https://thedeesanction.com/dont-sweat-the-small-stuff/ https://thedeesanction.com/dont-sweat-the-small-stuff/#comments Thu, 22 Apr 2021 16:47:37 +0000 http://thedeesanction.com/?p=663 Continue ReadingDon’t Sweat the Small Stuff]]> While I don’t push it, I have always intended The Dee Sanction to have a more sandbox feel. I want it to be something the Table play together, with the Players having as much to do with the thrust of the game as the GM’s whims. Sometimes, such fancies have a real purpose—we can’t always be as prepared as we like and a one-shot with all the plot and characters laid on might be what we need. However, I think there’s mileage in The Dee Sanction being more about adventures of opportunity. I’m working on a few ideas that might best support this in the form of hooks, seeds, flavour or whatever.

In some small part, the map of the Ossulstone Hundred aligns with the same concept. Wards and streets, stores and alehouses, traders and warehouses… Such details fall to the need of the Table and the story’s progression. Perhaps I took something from Free League’s Forbidden Lands and the notion of a map to be annotated. If the GM or I spend our time delineating every home and storefront across the map, what’s left for Player engagement?

Like Ex Libris or Lost in Translation‘s villains, I think The Dee Sanction benefits from focusing progress and plot on difficult decisions and desperate solutions. That’s not to say that the Agents always lose or that every ending becomes mired in shades of grey. But everything is not set in stone, and situations can arise that embrace the loose threads of the past, allowing the Table to create the fabric of their Elizabethan world together.

Remember the guiding principles on page 6, What It Isn’t About… fabricate rather than procrastinate. The Table should never freeze with the paralysis of concern that events might not perfectly match the canon of history. The story should be about what you want it to be about. Agents should engage in the sort of missions and adventures that entertain everyone. It demands that the Table works together, and the GM might need a little more time and a bit of leeway when it comes to a retcon or two. Or at least the opportunity to correct a bit of history if the session’s excitement means creating an unintentional dead-end in events.

This is where Journals matter and the concept of playing characters beyond a simple core. Suppose Players handle the history and take notes on events, people and places. In that case, the GM can focus more on fleshing out events, weaving old threads into the fabric of the whole, and creating a satisfying world.

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That London https://thedeesanction.com/that-london/ https://thedeesanction.com/that-london/#respond Sun, 21 Mar 2021 18:59:45 +0000 http://thedeesanction.com/?p=658 Continue ReadingThat London]]> The Ossulstone Hundred is a misnomer. The area of London of particular note for The Dee Sanction is not strictly speaking the Hundred, but a fraction of it that presses against the northern shore of the Thames. From Dowgate Ward to Tower Ward, the area encompasses the southern access to London Bridge as far north as Leadenhall Market.

However, this is not that London. The Dee Sanction is already an alternate take on history and in mapping out the areas, wards and neighbourhoods you should expect differences. Many differences. The map is being hand-drawn and then coloured. Beyond that, I’ll be marking up key streets and locations. The general sights and sites will be the same, but I fully expect, for example, that some churches might be the wrong shape, the guildhalls the wrong size, and the islands under London Bridge the wrong orientation.

That’s a fictional London for you, without being an utterly fictional one. This is a Tudor capital with hearty nods to a reality you can read about and expand upon through John Stow‘s travelogues, but don’t expect everything to be just so. As the Core Book indicates, the game isn’t about pedantry and the map isn’t either. This is not an exam; there will not be a test.

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Tower — RPGaDay #19 https://thedeesanction.com/tower-rpgaday-19/ https://thedeesanction.com/tower-rpgaday-19/#comments Wed, 19 Aug 2020 06:33:36 +0000 http://thedeesanction.com/?p=464 Continue ReadingTower — RPGaDay #19]]> John Dee and towers happen to be a fairly easy match.

For one, John was born in the Tower Ward of London, in 1527. Tower Ward is one of five within the Ossulstone division, a large swathe of the capital that stretches south from Finchley to the Thames.

The Ward owes its name to the Tower of London, the grand fortress overlooking the river. Dee had the displeasure of spending time in the Tower under the charge of being a sorcerer, imprisoned on the word of Queen Mary, in 1555.

Not to fall short on towers, Dee and Kelley’s adventures in scrying, in the 1580s, charted the Watchtowers from which the angels of the compass points overlooked the mortal world. Each Watchtower supported an array of lesser entities, each with their own name and purpose.

At Dragonmeet, I had a partial map of east London, both north and south of the river, including the Tower Ward and the Tower of London itself. Twenty generous souls laid claim to twenty dubious traders, with the opportunity to name them at a later date; whether they figure in an adventure or as part of the planned Ossulstone Hundred supplement. The Hundred will provide information on some of the sights in Dee’s old haunt and beyond, along with non-player character traders, hooks for adventures and more. I feel some carefully crafted random tables coming on…

Every day during August, I’ll be writing something new on The Dee Sanction and aim to connect the word prompt of the day with the development of the game. Check out the concept, the list and the graphics over at AUTOCRATIK.

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