Post by DeWitt on Sept 12, 2016 8:42:30 GMT -5
So here is my design guide from which everything flows. I find it helpful to go over it when I'm stuck for ideas. It also helps communicate the world to players as well. It's living, so if you have links or ideas then your contributions would be appreciated.
The title of this thread comes from a Triple 6 Mafia song. I originally had it posted but a few members found it offensive. So, I’ll expound on the music instead.
We also had a group here, in Australia, that would mix Arthurian legend with hip hop culture. Trains became dragons. Excalibur became a marker. There was also a Norwegian group who used castles, epic battles, wizards, and Norse myth in their songs. Lyrics Here
At the time I was getting into fantasy via a teacher at school.
As I got older, dark topics became more grown up. Triple 6 Mafia were earth shattering. They stretched what was possible with prosody. Lord Infamous would fit x2/x3 as many syllables into DJ Paul’s triple beats. This aloud for experimentation with the beats which give Memphis rap it’s unique choppy time signatures. For example, early songs have choruses that are duple in metre, then switch when the verses are performed. If you contrast with New York’s “boom bap” sound, which relies on strict 2/3 boom BAP/BOOM BOOM bap pattern, you'll see what I mean.
I like to experiment. That’s why I run od&d. It’s experimental. It’s before the codification of what d&d is. When I think of dungeoneers as an outlaw group, I mean they are outside society. They form groups because they are vagabonds with nothing else. Then they rise, to the dismay of the power-holders. This is the arc of rap as a genre to me. Hence it’s inclusion in my Appendix N, it’s spirit.
While the Mafia talk about drugs, being the best, vengeance on their enemies, pagan gods, voodoo imagery etc. My Dungeoneers loot tombs and ruins, run the antiques, rare book, and magical item trades, and they deal heavily with money lenders (exchanging ancient coins for imperial currency). Triple Six have a song called Tear da Club Up 97 and Dungeoneers often love to get into far fights or even set fire to entire inns.
I don’t discourage what the players choose to do but often times thugs is what they are. This happened way before I used music as mood pieces in my games. Players have free-reign but I do like the Town Mob rule where a mob of angry townsfolk set upon them. I try to hint at the cost of such behaviour and hope they become heroes of the peasantry. Such is the risk of old school refereeing though.
The title of this thread comes from a Triple 6 Mafia song. I originally had it posted but a few members found it offensive. So, I’ll expound on the music instead.
We also had a group here, in Australia, that would mix Arthurian legend with hip hop culture. Trains became dragons. Excalibur became a marker. There was also a Norwegian group who used castles, epic battles, wizards, and Norse myth in their songs. Lyrics Here
At the time I was getting into fantasy via a teacher at school.
As I got older, dark topics became more grown up. Triple 6 Mafia were earth shattering. They stretched what was possible with prosody. Lord Infamous would fit x2/x3 as many syllables into DJ Paul’s triple beats. This aloud for experimentation with the beats which give Memphis rap it’s unique choppy time signatures. For example, early songs have choruses that are duple in metre, then switch when the verses are performed. If you contrast with New York’s “boom bap” sound, which relies on strict 2/3 boom BAP/BOOM BOOM bap pattern, you'll see what I mean.
I like to experiment. That’s why I run od&d. It’s experimental. It’s before the codification of what d&d is. When I think of dungeoneers as an outlaw group, I mean they are outside society. They form groups because they are vagabonds with nothing else. Then they rise, to the dismay of the power-holders. This is the arc of rap as a genre to me. Hence it’s inclusion in my Appendix N, it’s spirit.
While the Mafia talk about drugs, being the best, vengeance on their enemies, pagan gods, voodoo imagery etc. My Dungeoneers loot tombs and ruins, run the antiques, rare book, and magical item trades, and they deal heavily with money lenders (exchanging ancient coins for imperial currency). Triple Six have a song called Tear da Club Up 97 and Dungeoneers often love to get into far fights or even set fire to entire inns.
I don’t discourage what the players choose to do but often times thugs is what they are. This happened way before I used music as mood pieces in my games. Players have free-reign but I do like the Town Mob rule where a mob of angry townsfolk set upon them. I try to hint at the cost of such behaviour and hope they become heroes of the peasantry. Such is the risk of old school refereeing though.