QuestNoir: Transmission

Transmissions in Technoir are the game's version of an Adventure module. Instead of it being fully written out though, it's a table of 36 entries, 6 categories of 6 items each. I want to talk about this system a bit and what I might need to change.

The 6 categories in Technoir are Connections, Events, Factions, Locations, Objects, and Threats. You use these to seed your mission and add nodes to the map as the players find clues and talk to their Connections. These represent the part of the city or region that you'll be exploring in, the major players, and major features of the area. You will not use everything on a given Transmission for a single mission. You roll for these nodes when applicable and add them to the plot map, creating the connection to an existing node, and invent the relationship. The strength of of this system is that you don't have to prep your adventure and it's constantly evolving. The downside is that you don't know where it's going to end up when using it, and you have to think on your feet to piece everything together yourself. I gave an example in [xx]

Another feature of Transmissions is how they cover a few important details for the city you're in: The Technology, The Environment, and Society. These are used as the backdrop for every item on your Transmission chart. I like this as well, because if I make a Transmission called "The Frozen Peaks", that you can drop anywhere on the map, you can have a description for what it's like here, what level of magic or tech or whatever it has, and what sorts of societies live here. I like that as a general stage setter.

I don't know if I need to say this here, but I will: The Transmissions are just a tool. The book even states to use it as such, it works for you, not the other way around. If something on the table fits better than a random result, just choose that one. Similarly, if you don't need the transmission, don't use it. Make up your own stuff.

Now that I've handled the preamble, I need to convert this to a fantasy setting. I could see these working fine for a single city or region though. In fact, making several Regional Transmissions might be the way to go. This way you can seed specific regions with specific adventures.

I had talked in a Discord about potentially tweaking connections, and replacing them with something like Rivals for the plot maps, but then I realized that's just the "Factions" and "Threats" options on the Transmissions hey. I like the idea of other forces taking a proactive role in the story though, so I may still keep them as a separate mechanic though. Gonna put a pin in that one.

What would a Transmission look like in a fantasy region? Would Connections even be a part of it? Well, yes. Since you start the game with Classes (nee Training Programs) selected, you're not coming into the game world with no prior experience. It would make sense that you had contacts and connections from around the continent or whatever. As you roll a new Transmission up and add it to the world, you can just as easily redo the Connections network for that region.

An issue I'm bumping up against is communication and splitting the party. In a sci-fi environment, communication is easy. It's easy to coordinate, and to meet back up. I could fix that via a Transmission Stone or whatever item, but that feels... eeeeehhhh... Part of what I like in Fantasy is that difference in knowledge sometimes, the inability to straight up converse with each other through distance. I get that you can just catch everyone up when you reunite, but... I dunno. I like messenger birds that take time, I like the bit of not knowing between groups. It feels interesting and ripe for a sort of dramatic irony. But also, it's annoying and a lot of players don't want to talk out filling each other in. So it just ends up being a waste of time to split up everyone.

While I'm combining previous posts, below will be a sample Transmission I've made for QuestNoir.

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1. ConnectionsFangBiskitFranklinBedivereIris WellspringWyzlan Valfox
2. EventsSpellstormMurder sceneInvasionCaravanTerrible WeatherKidnapping
3. FactionsChurch of MycgrinBalroth BandNoble Order of SwansRosemary QuartetCryptic CadenceLayaway Warriors
4. LocationsPhilage SpringMoon-over-FrostwayCraven DrunkWizard's TowerFort VanguardHermit's Forest
5. ObjectsTeleportation CircleBow of WIsdomKursed KrisFlamedrinkerPower TotemWeird Rock
6. ThreatsFeral HogsUnruly GuardsBalroth ScoutsGhoulsWerebearSprites

Defining the Spaces

Connections

1. Fang

  • Elf Ranger
  • Coax: 2 Detect: 4 Fight: 2 Mend: 1 Move: 2 Prowl: 3 Shoot: 3
    Delve: 3
  • Adjectives: Literal, Dry, Nimble

2. Biskit

  • Queen of the backroom deal
  • Coax: 4 Detect: 4 Fight: 2 Mend: 1 Move: 2 Prowl: 1 Shoot: 1
    Lead: 3
  • Adjectives: Charming, Ruthless, Protective

3. Franklin

  • Rugged Sellsword
  • Coax: 2 Detect: 3 Fight: 5 Mend: 2 Move: 3 Prowl: 2 Shoot: 2
    Protect: 2
  • Adjectives: Robust, Self-Serving, Patient

4. Bedivere

  • Noble
  • Coax: 4 Detect: 4 Fight: 2 Mend: 1 Move: 2 Prowl: 2 Shoot: 2
    Lead: 4
  • Adjectives: Haughty, Self-Important, Talkative

5. Iris Wellspring

  • Healer
  • Coax: 2 Detect: 4 Fight: 1 Mend: 4 Move: 2 Prowl: 2 Shoot: 2
    Invoke: 3
  • Adjectives: Competent, Gruff, Knowledgeable

6. Wyzlan Valfox

  • Hedge mage
  • Coax: 3 Detect: 3 Fight: 2 Mend: 3 Move: 2 Prowl: 1 Shoot: 2
    Cast: 3
  • Adjectives: Eccentric, Friendly, Reclusive

Events

1. Spellstorm - A wild storm of magic and mana running wild

2. Murder Scene - Someone was discovered murdered with the culprit unknown.

3. Invasion -  A wandering force makes itself known

4. Caravan - Travellers from abroad

5. Terrible Weather - A storm brews

6. Kidnapping - Someone is missing

Factions

1. Church of Mycgrin - A church worshipping a drowned god

2. Balroth Band - A nomadic tribe of orcs

3. Nobel Order of Swans - A legion of knights

4. Rosemary Quartet - A group of songstresses

5. Cryptic Cadence - A coterie of undead

6. Layaway Warriors - Mercenary group

Locations

1. Philage Spring - A crystal clear spring of cold water

2. Moon-over-Frostway - A small village touched by magic frost

3. Craven Drunk - A popular watering hole

4. Wizard's Tower - A tall, misshapen tower

5. Fort Vanguard - An urban center that has popped up around a fortress

6. Hermit's Forest - A forest with twisting paths and open glades

Objects

1. Teleportation Circle - A circle connected to an undisclosed location

2. Bow of Wisdom - A relic of a forgotten god

3. Kursed Kris - A wicked wavy blade

4. Flamedrinker - A shield immune to heat

5. Power Totem - A symbol of nature's might

6. Weird Rock - A stone of interesting shape and texture

Threats

1. Feral Hogs - A swarm of angry boars

2. Unruly Guards - A handful of soldiers who think they're above repercussions

3. Balroth Scouts - A pair of swift trackers for the Balroth Band

4. Ghouls - Hungry undead from the Cryptic Cadence

5. Werebear - A hulking beast of fur and fang

6. Sprites - The feyfolk send their regards


From this list, hopefully your mind is spinning with possibilities.  The Balroth Band is just living their life, do they see you as a threat?  Were the Order of Swans deployed to solve a murder?  Will you help Fang locate the Bow of wisdom?

Or was the Bow used in the murder?  Is Bedivere a member of the Nobel order of Swans?  Did the kidnapping happen under the cover of the Spellstorm?

There's a lot you can do, even pulling the same 3 items as someone else.  Hopefully by reposting these I can help motivate myself to pick this project back up.  

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