by Donald E. Brynelsen
Artwork by Baron Engel
Awe factor: High
One of the more popular gaming genres, this realm consists mostly of people living at a medieval level of technological advancement. Blade weapons are the norm, government is feudal in nature, and large scale industries are non-existent, with everything being fashioned by hand by village craftsman. Magic is very prevalent, as is the existence of mythical creatures like dragons, elves and dwarves. Water navigation is also quite primitive, with the majority of sea traffic hugging the coasts, or venturing only to nearby islands. Superstition is also rampant with the populace embracing any number of varied religions. When the Titanic appears, her arrival, with its accompanying light show, will be looked upon as an act of sorcery, or even the work of that world's gods. Her appearance will no doubt also strike fear into all those who behold her; with her great iron form dwarfing all around her, the smoke pouring from her stacks, and moving through the waves without an oar or sail in sight. Of course, in such technologically primitive times, there is no place for her to dock. The crew and passengers must go to and from shore using auxiliary craft like the Princess Alice III, or the lifeboats. This would expose them to attack from unfriendly locals, or some nasty aquatic monster. However, the people of the Titanic have a sizable advantage -- 20th century weapons. Some warbling dark haired amazon just pitched a metal ring at you? Lock, load, and tell her to give your regards to Hades! Other gadgets will seem supernatural to the inhabitants, and could get PCs in deep trouble for practicing witchcraft. Medical knowledge in most fantasy settings is arcane and barbaric. The PCs will seem to have miraculous healing skills with aspirin and cough syrup. When runninga Timeship: TITANIC! adventure in a fantasy setting, the gamemaster needs to keep in mind who he is describing objects and events to. If the players are playing characters ,aboard the Titanic, then you can (for the most part) describe things in a pretty straight forward manner. The dragon alights on the pool) deck and tries to eat the two crewmen manning the docking bridge. With a bloodcurdling yell, the panicked townspeople charge the group, pitchforks and other weapons held high. On the other hand, if your players are portraying the good citizens of the world the Titanic is paying a call on, you're going to have to describe things in terms they can understand, remembering that the vast majority of their) are illiterate. Try to bring across the wonder (or terror as the case may he), of what they are witnessing. You observe one of the strange women draw a small box from the folds of her garb and speak to it. A moment later, you hear a man's voice emanate from the box in answer, and you grasp your holy charm tightly in hopes it will protect you from whatever sorcery she is weaving. The terrible smoke breathing iron fortress of the strangers moves swiftly through the waters, propelled by whatever dark magic they weave, and smashes your once proud fleet to kindling before it. Combat in a fantasy type setting should be pretty much one sided with guns and other "toys" the players are carrying. However, the locals have magic. A submachinegun doesn't compare to a wizard that can conjure up fireballs, and blow wholes in the side of the ship with lightning bolts. Still, the players can endure with the firepower an AK-47 at their disposal. To resolve Combat situations, use your favorite rules systems, but be Sure to put the people of the Titanic at a disadvantage when using anything of a magical nature. Of course the same goes for the locals if they find of pistol. FANTASY ADVENTURE STARTERSShip in a Bottle A very powerful sorcerer conjures magics that shrink the Titanic to the size of a small dog, imprisons the ship in a glass jar in his magical laboratory. While researching the vessel more magics are manipulated, this time backfiring and killing the magic-user. Fortunately for the party, the shrinking spell has a limited duration and the ship will revert to her normal size in twelve hours. Unfortunately, the mage's keep is twenty miles inland, atop a Mountain. The players must find a way out of the jar, and learn the spell that will transport them all back to the sea before the ship becomes full size. Keep in mind the lab is crawling with spiders and other creepy things, not to mention the rnage's cat. The Prize Two warring island nations have decided that this strange floating iron fortress is just the thing to tip the balance of power in their favor, and they don't care what it takes to get it. Besides plenty of combat as the players ward off attacks from both sides, this is also a great chance for them to use their negotiating skills to bring about peace. Charting Your Course: Gamemaster Guide Back to Shadis #45 Table of Contents Back to Shadis List of Issues Back to MagWeb Master List of Magazines © Copyright 1996 by Alderac Entertainment Group This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |