July Funnel Jam - The Cyclopean Organ
I'm planning on taking part in the Funnel Jam hosted by SageDaMage this month, and in keeping with the principle of Showing My Work outlined in my first post I thought I'd sort of liveblog the attempt. Generally my instinct is to hold back on showing off anything I'm doing until I've refined it quite a bit, so I'm trying to fix that by inflicting my stream of consciousness writing process on anyone who stumbles on this. Lucky you.
Funnels have fascinated me for a while, but I've never gotten around to running one. Having started my RPG obsession with character-centered, low lethality stuff, multiple character deaths in a single adventure as not just possibility but expectation is pretty alien and exciting to me. At the same time, the idea of the events of the funnel as a starting point and seasoning for long term, organic character growth is very much in my wheelhouse and something I want to explore in depth.
So I'm crazy about the idea in abstract, but I've been going back and forth on what kind of funnel to put together, and what system to use. My erstwhile obsession with Freebooters on the Frontier has been on the rise again, but the format that game uses for its funnels is a little looser than what I'm looking to put together. Also, I'd really like to put Cairn through its paces, so I think I'll be writing it for that in the end.
However, I do like the looseness of the Freebooters stuff, and creating procedural toolkits over hard-and-fast mapped dungeons is definitely more in my comfort zone. I also love the room Freebooters leaves for player input and co-authoring of the world in its Funnel structure. I can't help but feel that a bunch of rando disposable nobodies as characters is going to inevitably hurt player buy-in a little bit (at least for the type of players I run for), and getting to shape the starting situation to their taste feels like it would definitely help with that.
So in mulling over how to thread the needle, I figured out a way I could make things even more hectic for myself: use another format that I've never attempted before! I'm going to make my funnel a depthcrawl, another format that I've become completely obsessed with since I received my copy of the new printing of The Stygian Library. A depthcrawl will let me focus on tables and tools over maps and static encounters, while remaining broadly compatible with the principles Cairn spells out that made me so excited to run it in the first place.
So, to reiterate and to list it out for my own benefit, here are my goals for this project:
- A small-ish depthcrawl, hewing fairly closely to the formula Emmy Allen lays out for the Stygian Library.
- I want to keep the tables/expected depth comparatively small to ensure a Final Location can be reached in one or two sessions, as this is not meant to be an open-ended campaign but rather a contained adventure. Otherwise I think I can stick to proven tools here.
- A Cairn/ItO compatible adventure, another thing which I've never done.
- I'm going to need to come up with some character creation procedures for level 0 characters, but as characters in these games generally start quite weak I figure it's not going to take that much tweaking. But I do have another idea that should make things more difficult for myself:
- Some collaborative worldbuilding prompts built into character generation. I'm taking this from the worldbuilding procedures in Freebooters and more directly from Stonetop, where there are specific, relevant worldbuilding questions tied to each individual playbook to help players add their own flavor to the setting. I want to do that with the villager backgrounds for this funnel.
- I know this doesn't necessarily have a lot to do with the Funnel itself, and I may end up cutting it in the end, but it's something I want to try. I think a more fleshed out world outside of the funnel has value as actionable content for campaign continuation. And I don't think it's an entirely foreign concept for ItO at least - Electric Bastionland's character debts built into the backgrounds have a similar purpose as hard edges for creative crystallization .
- Check off the key goals of a funnel - a strong and actionable hook, very deadly challenges, and the potential for transformative character development with far-reaching consequences.
- I've got to list this one specifically because I have a bad habit of shying away from all of these things. They're all so...impactful, and irrevocable, and that means they're hard to gloss over or retcon if you make a mistake. Hence my bad habit to avoid them at the table. This will be an exercise in making me take the kid gloves off, both as a designer and as a GM when I test this thing. I'm going to obliterate my instincts to overbalance and sandbag, and just let things be crazy. Wish me luck!
Okay, now to the actual content of the funnel before I wrap this up. I'm going to be developing a little idea I've had wandering around in the back of my mind for a while: The Cyclopean Organ.
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