Tudor dynasty – The Dee Sanction https://thedeesanction.com Covert Enochian Intelligence Sun, 02 Aug 2020 19:51:06 +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 Tudor dynasty – The Dee Sanction https://thedeesanction.com 32 32 114957803 Beginning — RPGaDay #1 https://thedeesanction.com/beginning-rpgaday-1/ https://thedeesanction.com/beginning-rpgaday-1/#respond Sun, 02 Aug 2020 19:51:06 +0000 http://thedeesanction.com/?p=407 Continue ReadingBeginning — RPGaDay #1]]> Well, where did it all begin? University, as it happens.

I didn’t get the grades I’d hope for at A-level. The ABB, or whatever I needed for my first choice university, transformed into a sullen and disappointing BED. As it happened, that qualified me for none of my first choice selections, leading me down the momentary rabbit hole of clearing to find something else.

I ended up on a Historical & Political Studies course at Huddersfield Polytechnic – or the University of Huddersfield, as it has become by the time I departed with my Lower 2nd.

I would be lying if I said it was all fun. A traumatic breakup in the first year, a more traumatic stay in Halls for the first term, a fall-through on rented accommodation before the Christmas holidays… And, I had to study some politics—modern politics, no less—despite really only being there for the history, a smidgeon of philosophy, and the Role Playing Society.

One way or another, I survived the first year and for the rest of the course, I had a loft room all to myself in the arse end of Lockwood and the choice of a bunch of modules that meant I could all but blank politics from the curriculum.

Therein, I discovered my love of all sorts of history, but notably the elements that involved a Tudor. I mean, there was some Civil War, a little Richard III, and a smattering of the Vikings for good measure, but if I could swing it, I opted for anything Tudor.

And books; so many books, a few of them not even role playing related. It started then and it has never stopped, to the extent that I have a couple of hundred books dealing with the three centuries through which the Tudors made their mark. I wouldn’t claim to be an expert; I would be too anxious to commit to Mastermind. However, Tudor England has my heart and soul.

What did I hope to do before I turned in those tragic grades? Well, Medieval English at Durham was high on the agenda but was not to be.

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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Matters Magickal and Mechanical https://thedeesanction.com/matters-magickal-and-mechanical/ https://thedeesanction.com/matters-magickal-and-mechanical/#respond Tue, 28 Oct 2014 15:19:21 +0000 http://complex214.com/?p=52 Continue ReadingMatters Magickal and Mechanical]]> IMG_20141011_131147419Running The Bell Tolls last night for my local group. This will be an adventure I’ll run at conventions to playtest The Dee Sanction. I want to run this one in a single session, about 3 1/2 – and the version I ran bodes well for that. While we didn’t finish, we also didn’t play for 3 1/2 hours.

What I did find is that it’s actually quite hard to support an investigation scenario in a way that considers some (if not all) of the bases. I had the core sketched out, but who was going to be following the mystery the same way I sketched it.

In writing this adventure out for use by anyone else, I would need to give consideration to a few side treks and red herring paths. The players actually engaged in some pretty lively brainstorming on the solution and generally came up with some solid ideas. They also considered things I hadn’t, like the fact that people who do bad things – no matter how good their intentions – invariably need to be thrown in a cell and/or tortured/executed. This is Tudor England – rough justice is pretty much the order of the day where you have the wellbeing of the monarch under threat.

In respect of the 214 system itself, not enough happened to give it any significant testing. We had about four rolls in the session, one a success, two a success by Teamwork, and one a success by personal effort. I believe I need to more firmly state the bounds – and indeed the existence – of a challenge. Just allowing the story to flow along leads to situations where I found asking for roll felt awkward – but that might just have been me.

I think the scenario structure and game flow warrants defining clear challenges, whether social, physical, magickal or otherwise. I feel some boxed text coming on, with clear parameters about the situation and the degree of success required to overcome it. Faced with a wrongdoer stricken with panic and desperate to escape, you need to beat them in a 2-point Access Challenge to overcome their obstinance, for example.

The custom dice worked well for me, but I didn’t explain their significance to the players. I think I just forgot about it until mid-way through the game, which is a shame. Given the trouble of creating them, it seems silly to forget them.

They worked well for me, as I used the dice with the sigil to guide my story-telling for success and near failure alike. When one player looked to use esoteric scrying powers to determine the next step in the investigation, he used a card and rolled a 9 – one away from the success threshold of 6 to 8. Another player offered a point of Power to get the success and I noted the player roll showed a 3 – with a Magick sigil. Despite the actual lack of magickal ability, the sigil suggested a success with hermetic overtones – so, I had the assisting character accidentally trip the rolling player up, at which point her sustained a head injury against the street that left him temporarily and inexplicably blind – as if suddenly trapped somewhere in total pitch darkness. A vision of the future or the solution, perhaps?

I managed to fluff the progress of the adventure a couple of times by skipping something unintentionally and then not going back. The start of the adventure should have had the chance for some pressure, but I discounted it. Later, when I could have had a fight start, the characters found the aftermatch instead. I plan to correct that – given this is a playtest session – by rewinding to the start of the encounter again next session and running the more physical and action-orientated version of events.

That’s assuming the players come back.

I have asked for feedback, and I’ll see how that turns out. I can clearly see that for one-off and convention settings I need some tight and informative patter to get the setting across. You’re a band of investigators given powers by the Crown to investigate magickal and heretical threats to Queen Elizabeth and her dominion. Something like that.

Random character generation – with the cards I prepared – provided the basis for some interesting characters, but I blustered straight into running the adventure. I needed to be more conscientious about giving the characters, and the players, some genuine context and background.

The random cards actually meant that the combination of past career, magickal text and/or secret society jarred somewhat. It warrants discussion to determine a little about what dark deeds / actions might have forced the character to abandoned their profession and put themselves in harms way for the good of the nation. The Dee Sanction is not the easy option. Faced with heretics, witches and the daemonic, the likely end for most will be a gruesome one… at least if the Gamemaster can pull his finger out and get a battle going!

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Embrace the Dark Side https://thedeesanction.com/embrace-the-dark-side/ https://thedeesanction.com/embrace-the-dark-side/#respond Sat, 25 Oct 2014 09:45:46 +0000 http://complex214.com/?p=46 Continue ReadingEmbrace the Dark Side]]> character-generation-cards-dee-sanctionMindful that I have to get running playtest sessions with all of the essential components in place, I have been working on the cards for The Dee Sanction. I don’t need a complete set, but I need enough to make the process of character generation straight from the deck a random and slightly unpredictable process. On that basis, and the assumption that I might have a session with up to 6 players, I want at least 9 to 12 cards for each category of card.

The cards break down to Unethical Ends (a past profession), Hermetic Flaws (lore or an artefact that you have been exposed to in the past) and Secret Affiliation (a society or organisation you have fallen in with). In each and every instance, these cards indicate something that can be held against you. This isn’t necessarily the simple presentation of a fact – like once being a Horse Trader. The issue comes with what you chose to do or how you acted – what dark deeds and misbegotten truths lie in your past.

So, you have:

  • a profession that has bought you notoriety (if not outright condemnation and threat)
  • the knowledge from within a forbidden book of lore or magickal artefact (frowned upon, if not outright condemned, by the Church and Authorities), and
  • association with a secret society (at odds, if not outright condemned, blasphemous and treasonous, with the common law and crowned monarch, her Majesty Queen Elizabeth)

Awkwardly, all these sources provide you with more expertise and knowledge in staying alive and ahead of the game than anything covered in basic training when inducted into Walsingham’s secret gnostic taskforce, the Dee Sanction (named after both the respected Doctor John Dee and the secret act of government revoking certain aspects of An Act Against Conjurations, Enchantments and Witchcrafts, 1562, in respect of the learned battle against ruinous and heretical forces in league to bring about the downfall of the House of Tudor).

As a character, you have found a way to pay back your hidden debt to society. The Spymaster of Elizabeth’s Court has the potential and influence to offer you a blank slate and, perhaps, you might find some measure of spiritual absolution at the same time. While only God can offer forgiveness, you need to find it within yourself to accept and embrace it when offered – and how can you do that with such a weight on your conscience?

Each card in the character generation process presents certain traits and areas of expertise that you can tap into to drive success in a Challenge. Your Unethical Ends, for example, offer skills and experience frowned upon by the unyielding Guild system, the Church or the law of the land – but they can, nevertheless, prove useful while combating villainy, curses and monstrous assault. In The Dee Sanction, embracing your dark side may prove the only way to pay back your debt to society, your faith and your Queen.

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