Showing posts with label Fact Generator. Show all posts
Showing posts with label Fact Generator. Show all posts

Tuesday, September 29, 2020

Essential SoRoPlay GamTools

New for today, a mix of the minimalist d6 solo game and adventure seed engines together with the six more popular 1e tools reimagined and restyled. It contains slightly different grayscale d12 and d100 versions of 1st edition's Character Generator, ABS Fact Generator, ABS Solo Game Engine, Plot Generator, Motivation Generator, and Description Generator.


It has been added to the list product list started recently at which contain the more popular or older titles. https://worldofthefifthsun.blogspot.com/p/blog-page_14.html

Essential SoRoPlay GamTools


Essential SoRoPlay GamTools (2020)
Available at one place currently, though kindle may be forthcoming
A PDF @ DriveThruRPG
It is also available in two different bundles
Mechanisms and Minimalist Bundle
and
Individual piece Bundle

Essential SoRoPlay GamTools is a collection of tools, referred to as functions, that help you to play a solo game using polyhedral dice. It works by generating either answers to questions, step-by-step, or keyword prompts for interpretation.

It also includes an adventure seed engine is included in this version as a companion tool to be used with this book to create random story conflict, foe, theme, motivation, and twists.

This book replaces and adds several of the minimalist tools with 1e tools to make a more powerful system with six of the more popular essential tools. ABS Solo Game Engine, ABS Fact Generator, Motivation Generator, Description Generator, Plot Generator, and Character Generator all in a newer simplified d12 and d100 grayscale style for the 144 result generators.

You need a gaming system character and resolution mechanics with this book in order to create characters, have NPC and creature statblocks, and resolve game mechanics. This book focuses on generating narrative content such as generic NPC details, adventure stories, and setting description using questions and keyword prompts. Some other game mechanics tools that can be used for some game mechanics are Minimalist Descriptive Combat (mass combat) and/or Remnant RPG Tools (descriptive roleplaying combat) which includes the Minimalist Descriptive Skills (descriptive d6 skill resolution) along with several other related tools.


A gamemaster has many functions. This set of tools focuses on ten GM functions.
 Gamemaster Surrogate (GMS) Function tools included in this book
     1. A GMS will make decisions based on a few different factors. The basic closed-questions that are answered through this GMS function are “Yes or no?”, “When”, or “What happens?”  ABS Solo Game Engine
     2. A GMS will be able to create basic random NPC characters. The basic open-question that is answered through this GMS function is “Who?” Character Generator
     3. A GMS will be able to assign 144 basic motivation to NPCs. The basic open-question that is answered through this GMS function is “Why?” Motivation Generator
     4. A GMS will be able to assign basic relationships, moods, emotion, and encounter details—for both humans and creatures. The basic open-question that are answered through this GMS human or creature multi-functions are “What is the description of the encounter?”. The details for this tool focus more specifically on several different details such as, “What is the mood of the encounter?”, “What is the emotion of the encounter?”, “What is the number of encounters?”, “What is the size of the encounter?”, and a few other encounter details.   Relationship, Mood, Emotion, & Encounter Gen
     5. A GMS will be able to create a basic adventure story. A story has a beginning or opening, an incident, a call for action, a story conflict, and one or more conflicts leading to a resolution. This tool explores resolving for one or more questions related to the inciting event and adventure seed conflict against a foe. The basic open-question that is answered through this GMS function is “What happens from beginning to end?” Essential Gamestory Adventures
    6. A GMS will be able to create adventure ideas that contain a conflict against a foe, here called an adventure seed. The basic open-question that is answered through this GMS function is “What is the main story?” It rolls for conflict, foe type, theme, motivation, mood, and an occasional twist. Essential Adventure Seed Engine
    7. A GMS will be able to create story arches based on 144 keyword actions or situations. The basic open-question that is answered through this GMS function is “What is the character doing or need to do?” Conflict (Plot) Generator
     8. A GMS will be able to create a setting description based on 144 sensory keywords. The basic open-question is answered through this GMS function are “Where?” or “What?” does the player see, hear, taste, touch, smell, or realize in terms of basic senses or basic concepts. Fact Generator
     9. A GMS will be able to create setting items and features based on 144 adjectival keywords. The basic open-question that is answered is “What?” in terms of items & movable features or  “What items are in this setting?” Item Description Generator
    10. A GMS will be able to create setting descriptions for indoor and outdoor settings based on adjectival keywords. The basic question that is answered is “Where?” in terms of immovable or non-item setting features. Indoor and Outdoor Gen



This book mixes and adds to the Minimalist d6 Solo and Adventure Seed Engines with the six most popular generators expanding it from 12 pages to 70 pages. It has all new content. This book has 20 BW (grayscae) images. It has both a table of contents and bookmark navigation. Pages are numbered.

Both, a version with borders and a version without borders are included.

Friday, September 25, 2020

Solo RPG Tools 2nd Edition 2020 bundle now available, briefly comparing the 1e and 2e versions


Here is the lineup for this year's Solo RPG Tools 2nd edition bundle and a short summary of the differences between 1e and 2e

ABS Solo Game Engine 1e vs 2e - The differences are 2e has 18 pages, 6 tables, 15 types of answers, and includes 1e info (1e has 5pgs, 1 table, 1 type of answers)

Fact Generator 1e vs 2e - The difference is 2e has 33 pages, 8 charts, 23 types of facts, 10 pages of senses of thesaurus and contains 1e. Compared to the original 1e that is 1pg total, 1 chart, 12 types of facts & instructions, no thesaurus.

Theme Generator 1e vs 2e - This 2nd edition expands and includes the 1st edition. 70 pages, many charts, 3 domains of themes, 21 subdomains, about 6,000 manifestation words, and 1,000 thematic subjects. Compared to the original which was 2pg chart & instructions, 1 domain, 10 subdomains, no manifestation words, and 288 results.

Description Generator: Objects 1e vs 2e - This 2nd edition expands and includes the 1st edition material. 52 pages, 9 charts, 33 types of facts/descriptions, object describing words from a thesaurus. [Compared with the original which was 3pg, one chart, 11 types of facts/descriptions & instructions, and no thesaurus.]

Gamemaster Surrogate (GMS): 100 Shades of Nay 2e...or Yeah vs Modifier Generator 1e - The difference is that GMS focuses on applying modifiers for actions or description to task progress, degrees of success, tangents, expectations, and/or speed in 4 pages (Modifier Gen in 2 pages focuses on 7 types of modifiers for actions or description generically, not applied to anything). Although derived from the MG of 1e, the GMS of 2e does not include 1e, since they are very different in how they are applied: applied to progress/success vs generally descriptive.

Thursday, August 27, 2020

Looking back at my Fact Generator: comparison of 1e and 2e



The fact generator is actually a perception or sensory-based keyword generators.

Before making it, I had not seen anything exactly like it.

What might of seemed similar was too specific to be useful for continuous story creation.

It came from some of the novel writing advice that I received about keeping fiction scene description sensory-based. Doing so keeps the reader in immersed in-character better. This fundamental fiction writing advice felt very applicable to tabletop RPG gaming.

It is also only one of many ideas from fiction writing that I brought into my gaming tools, especially solo gaming tools.

So, I came up with a creative and innovative idea unlike the other setting generator RPG Tools.
Sure, there were many dungeon, room, and town generators based on physical features. But there was very little that was based on the character's first-person point of view. I figured that one cool way to build a more story-like setting would be based on the most important features that a character might focus on.

It also allows a player to stay in character further.

The 2nd edition version allowed my to expand further than 144 keywords.

ABS12 Fact Generator (1e)


ABS12 Fact Generator Flexible Dice v 1.0

https://www.drivethrurpg.com/product/191261/ABS12-Fact-Generator-Flexible-Dice-v-10

This is a flexible fact generator that is meant to aid or take the place of a Gamemaster (GM) for answering questions or finding the clues, information, or describing situations. A chart with results for 2D6, 1D12, 1D20, and 3D6 systems is included. It makes it a versatile fact generating engine. A 1D100 can use the 1D20 if they divide and round their 1D100 by five.

This system is meant to give keywords, that when put together help to generate story ideas, objects, people, places, and events. The keywords are meant to help trigger thoughtful and inspirational ideas.

This system works well for adding random ideas into story writing, solo gaming, or to aid a GM in creating

For the first edition (1e), I limited my words to 144 keywords categorized by senses or thought process.

ABS12 Fact Generator (2e)

ABS12 Fact Generator 2e


musky (odor), sweet (flavor), face (social perception), learning (perceptive force), awe-slows down time (time).

This sounds like a good tavern setting. But it isn’t just a plain tavern setting. Something tastes sweet. A musky scent is in the room. Someone has a face that stands out. Something in the room is unfamiliar and requires learning. Something in the room makes time slow down causing an awe-stricken state.

Procrastinate and build a sandbox-setting quickly randomly based on 4 levels of setting significance. Generate the recommended number of keywords and follow 4 principles of good sensory information.

This system could even be used for impromptu perception, search, investigate, or spot checks.
This is a fact generator that is meant to aid or take the place of a Gamemaster (GM) for answering questions or finding the clues, information, or describing situations & settings. Eight charts with results for 1D20, 3D6, and d100 systems is included.

This system is meant to give keywords, that when put together help to generate story places and situations. The keywords are meant to help trigger thoughtful and inspirational ideas.
This system works well for adding random ideas a settings for story writing, solo gaming, or to aid a GM.

This 2nd edition expands and includes the 1st edition. 30 pages, 8 charts, 23 types of facts, 10 pages of Senses from Roget's Thesaurus. Compared to the original which was 1pg chart & instructions.

ABS12 Fact Generator

This is a sensory based fact generator that is meant to take the place of a Gamemaster (GM) for describing settings from a character’s point of view with keyword results from rolls. A chart with results for 3D6, 1D20, and 1D100 systems is included.

Types of Setting Facts
If using selectively, the type of setting facts that you want will determine which table and column you consult.
Perceptual Process – Characters form opinions of the unfamiliar to familiar through sensory information.
Elements of Perceiving – Three ingredients are important in the perceiving process.
Perceptual Forces – Three forces influence in the perceiving process.
Perception Features – Three features are important in the perceiving process.
Perception Errors – Two types of errors might hinder proper perception.
Social Perception – Characters recognize and understand people and groups within the world.
Black and White; Dark and Light; Shades of Gray – This is the most basic of visual information.
Colors – Colors range from a single color, to groupings such as primary, secondary, and expanded colors.
Nouns – Characters see people, places, things, or ideas.
Basic Flavors – Things have a general taste.
Basic Sounds – Sounds can be used to find find out what a character hears.
Basic Textures – Many words describe how things feel by touch.
Temperature – Some things might feel to the touch hot or cold.
Solidity – Some things might feel soft or hard.
Basic Odors – Many words describe how things smell.
Mental Processes – Mind processes are remembering, learning, choosing, realizing, observing, and creating ideas.
Stuff Changes – Things change and characters sense these changes.
Time – Things can have relative timing such as quickness, speed, newness, age, and date.
Movement – Things move, act, and react.
Movement Sense – Things help determine life-form movement.
Emotions & Motivation – Intuitive and internal influences help determine character focus.
Connections – Things connect to, are valued, and relate to other things in different ways.
Dimensions – Forms observed have lengths, width, size, shape, and direction.

Sunday, February 2, 2020

Adventure Creation notes from Wizard article applied to solo gaming

Here are my notes from the article series by Wolfgang Baur found at http://archive.wizards.com/default.asp?x=dnd/ab/20060728a

[This page has been revised on 2/27/20 to inject massive amounts of notes and comments. It no longer is just notes. It is now "applied to solo gaming". References to my game engine and fact generator, which are also found in this blog or are part of my RPG tool series, are also referenced.] 

Material attributed to the website is center indented and bold.

I want to add my own notes to a select number of ideas.

This amount is from group encounters. I'm not sure if for solo encounters this would work. A standard group has 4 characters. Maybe dividing these numbers by 4 might make a more doable 1 person game.

Treasure
Ken's revised number of encounters for solo gamers based on the article.
~ 2 to 3 equal level encounters per level
~4 to 5 equal level encounters per level
or 5 to 6 lower level encounters per level
or 8 to 10 marathon session encounters

limit backstory
How can solo gamers use "limit backstory" technique. The action. By getting straight to exploratory action, with minimal expository explanations, the player can begin to immerse through the eyes a character into the game world.

start quick
If backstory is needed, even a brief paragraph may do.


limit random encounters
The limit random encounter is to try and keep the story related and flowing with more unified content. Doing so is railroading, rather than sandboxing


keep backstory relevant and recent
I don't have to explain what happened before the recent memory. However, I can put in subtle clues or hints of the distance past. Relevant to me means that whatever is written can be used for this gamestory or as a fork into a different story.

[gamestory= a term I use to differ a fictional novel-like story and a game story] 

start with hook related action
See my backstory comment. In a sandbox or open world RPG, hints and clues lead to a direction of a gamestory. These hints may be based on images, words, questions, or character/story reactions.

clues built in to the design
The main thrust behind this idea, I think, is that a perception or awareness check shouldn't exclude major story clues. Rather, those types of checks are primarily for bonus clues leading to other rewards.

coherent encounters
Encounters should probably be thematically related. Even a swarm of bats, should make sense in the setting context.


What other encounter gain instead of combat encounter
entrance to somewhere
An encounter can lead the character to somewhere. Traditionally maybe the "person in the inn" type informants use this method. However, a person anywhere could lead a character anywhere.

information
What information is most important to players? Well, that depends on the player, rather than the character. The information might need to catered to different types of player enjoyment, possibly leading to different types of adventures within a similar story.

For me, perhaps one option is to create a four pronged adventure information for the four archetype learning preferences that the Character Generator revealed.

resource
What does a solo gamer need? food, water, weapons, maps, keys, books, tokens

avoid combat
Combat isn't always fun for solo gaming. I've taken to "summary fighting" for insignificant impediments in my story writing.

suspicious or lying encounter
I haven't thought about using fake or false information or instructions much in solo gaming. This is built into my Twist Generator primarily.

Comparing recommended Treasure amounts to the Solo Game Engine results

about half or 1-out-of-two = little or no treasure
I'm not sure of predictable alternating no-treasure would really work. But a 50/50 roll would work great for a "treasure check" for solo gaming, maybe.

For my ABS12 Solo Game Engine (ASGE), this would mean a No, Unless or lower for d100, which is 50 or lower.

20% half treasure
Maybe a narrative version of this is mundane objects. This might be stuff that has little or no particular value, except within story context.

For my ASGE, this is the Maybe, If and Only If range of probability.

20% standard treasure
For my ASGE, this is the Yes probability – which for d100 is 15%.

10% double treasure
5% hoard, 10X
My ASGE has Yes, Also at 10%. I think a hoard would only come after a main boss-type encounter and is less likely randomly generated.


Plots
chronological
This is the order-in-time series of events. In a sandbox game, it might require multiple questions to generate different parts in a series or multiple actions to generate different flows within time.

geographical
Primarily a function of maps, geographical means that the area only becomes active in the story if the character actually moves to that location. The main issue with geographical located plots is that maybe the character never goes to that location. All of that preparation is meaningless.

Story Flow
inciting incident (hook)
The player character needs something to interrupt everyday life.

reversal
Twists are fun, if used sparingly.

finale
Goal accomplished and the story is resolved...for now.

Comments on terrain
hazards and terrain
I think this is the most common terrain in solo gaming. I'm not sure if trap mechanics might not need improving for solo gaming–if doing so is even possible.

surprise terrain
Surprises are things unexpected. In my Fact Generator, sensory information is the main method of noticing important details. While using the FG the last few years, details emerged from thinking up the different sensory data has created surprises even for me.

drama terrain
To me, drama = conflict. Conflict = tension, fighting, argument, and stuff. For solo - sandbox gaming, an interesting mechanic might be that conflict might occasionally create changes in terrain or reveal dramatic terrain features.

luring terrain
Ah, the lure of wealth, beauty, and majesty. Though some prefer dark, grim, and imposing. Whichever one's preference, luring terrain might draw a character towards those locations.

Monday, December 31, 2018

World of the Fifth Sun progress 2014 to 1018


Summer of 2014

Everything really began in 2014 when during the summer I came across NaNoWriMo. Sometime around the mid or late summer I decided to try writing a novel during November. I remember checking out several books and taking notes on how to write novels.

I created Song and Fire, a short novel set in a world that I called the Ea, the World of the Fifth Sun.

2015

For a more complete look at 2015 summary, see my 2016 year end review of 2015 post.

I remember revising Song and Fire during January of 2015. While this first novel only sold a few copies, it spurred me to return to tabletop RPGs after 20 years. This book's mythology is that Ea is on the third planet on the fifth sun or 'sol' in a series of worlds, each proceeding world having been destroyed in a war of gods. I can actually easily move this story into an Aioskoru human region if I wanted to.



I began World of the Fifth Sun blog on March 13, 2015.

I created several documents which would inspire generator and engine products this year in 2018. 


Much of my Character Generator and flaws was initially created in the Stories vs RPGs series and resulting book.

July of 2015 my nephew in my family was tragically killed by a drunk driver.

I began my Rolemaster beta testing experience around this time as well.

In October, I began creating Aioskoru.

October 28 I began trying to build Aioskoru using online random content generators and learning to expand map techniques. 

November I wrote my 2nd novel, a collection of short stories for the World of the Fifth Sun which resulted in two of the short stories being released Worn and Lanic. Although only those two stories were ever published in one small volume, I still have the remaining stories unedited in my collection. I might be able to do something in the future with this old unreleased content.

I ended the year with more map creation techniques which resulted in techniques used in Quick free maps series and book in 2016.


2016

For a more complete look at 2015 summary, see my 2016 year end review of 2016 post.
2016 began by finishing my map making techniques. 

I then switched to fantasy constructed languages. 

Dice, card, and probability brought me to ABS12 creation series. This was actually my 3rd RPG game attempt after a WotFS Fudge and FAE versions which are actually inspirations for One-Roll Fudge RPG, which were never published anywhere. While A Basic System 12 (ABS12) V1.08 may not be great in it's entirety, pieces of that game are great and are actual pieces such as the Plot Generator and Fact Generator

In mid 2016 summer, I began selling products on DriveThru and RPGNow. First, maps were my topic. It quickly switched to Aioskoru and the Solo Game Engine and Fact Generator (which are pieces of ABS12).

In late that year, I began creating Fairy language, which is a test into the possible content of books such as Elvish Language. I've had words written for Elvish since earlier this 2016 year but have changed much of it in it's current form. It is based, however, on the same words. Fairy would be published first since I knew that I owned the rights to this invented language.

5e x 5 was really the emphasis at the end of this year 2016.

Comparing open gaming systems during this year also fueled my more recent Parallel Open Gaming Systems products.


2017


2017 began by finishing 5e x 5 products for a few months. Later, Character Gen (based on Stories vs RPGs) vs, Description Gen (item focus), and Motivation Gen  (based on Stories vs RPGs) were released. 

In the blog, I began with finishing my Fairy Language which I would release a year later in PDF.

My Aioskoru Myth Making series created early 2017 has yet to be published anywhere except on my blog.

The Star Frontiers blog series helped inspire me to complete 5e x 5 Future Characters later during the year. 

In the middle of the year 2017, my MERP Collectors Edition series helped to quench my RMX anger.


Next post

Tomorrow, I might look at some goals that I wrote at the beginning of 2017 and see if there is any inspiration there.

Tuesday, November 20, 2018

Does dice probabitlity matter as much in my generator series matrix charts?

I wanted to write an a blog post covering probability.

I've seen this topic mentioned in many places in forums, groups, blogs, and chats.

Here is the real probability of the generator chart with the various dice.

And remember, these numbers are out of 100%, so a .69 means 0.69%. The numbers will mostly be between .5% and 2% with a couple of exceptions.

Click charts to enlarge


All four dice are around .5 to 2% chance of rolling.

What does this mean?

It means that because of the large pool of 144 items on the 12 x 12 charts, you will likely have pretty much a .5, 1, 1.5, or 2 out of 100 chance of rolling any of the items in the list.

To look at the  2 dimension 12 x 12 random matrix probability in 3 dimensions it looks like this.

I saw how most of the numbers would be just below 1% chance in all 4 dice roll types.

When I looked at the chart information in two coordinate dimensions and the probability, and saw the percentages drop drastically, then the chance of rolling the variations equalize more and became more acceptable.

The charts that look like this next one are only one dimension and one measure and do not apply to the generator matrix charts. It only applies to a single roll. Because it is one dimension, it would over inflate the significant percentage by nearly 10 times.


I actually considered Fate/Fudge dice as well, but they had to much variation in my opinion.

I hope that these visuals help explain the decision to have 4 types of dice for the same chart.

Wednesday, February 8, 2017

Project RPG & Story

This is the beginning of another scene somewhat similar to the ABS12 stuff that I wrote, rather it is using a Fudge based system mixed with some of my solo gaming stuff. This serves as an exploratory post. I will not show most of the details of the system. Rather I am showing the resulting text in story game results. This story is being made up as I go. I'm not sure where it is beginning or when it will end. I'm testing some new conflict mechanics and dynamics material that I've recently created. I'll probably try doing one scene and then writing a title later, which I will post when it's finished right below this paragraph along with copyright.

"Someone Else"
©2017 Ken Wickham

She stood, back arched and dark hair to her waist across the shadow filled room. Crickets sang in chorus and the gentle warm breeze brought the scent of daisies, roses, and tulips from the backyard garden several floors below.

I couldn't quite see what she was doing. The sound of jingling metal, and several objects clicking added to the cricket song as she apparently seemed to be looking for something in her bag.

The musky scent of bodies that had rubbed together still mixed with the floral breeze. I took in a few warm breaths to try calming my pulse wiping away my damp brow.

From her, I heard a few clicks like the sound of her pumping a perfume or some sort of body spray.

"We're good together," I finally say now that my strength had returned.

"A lot of people are good together," she said now fanning the air, sitting down at the oak chair at small desk where her purse lay atop.

Even though I had felt recovered and refreshed, something in the tone of her voice and the seriousness of her reply caused my lungs to tighten. A few seconds later my body seemed to then spread an uncomfortable second wave of heat. A few more droplets trickled down my arm.

Why do I -.

I took in a forced breath. One that hurt my lungs as much as it relieved my need for air.

Looking towards her, she now was sitting back in the chair looking up at the ceiling. I could see the shadow of her open mouth which slightly moved forward and backward. Then some oriental scent finally reached me, which felt like a key unlocking some old rusty lock on a guarded chest tucked in some attic of some cobweb filled house.

Naomi, although of Asian descent, had lived her entire life here.

I thought she was into me. Yes, before I had thought I was even lucky she knew my name.

She seemed entirely different than her mother.

"Is your mother doing better," I said.

She let out a long audible breath. "My mother ... my mother - I don't want to talk about my mother."

A sense of discontent entered me like an ocean wave. She was hard to read. I thought I was finally connecting with her.

I reached up and placed my hand on the mahogany headboard. I like the feel of something sturdy. It seems like the solid wood is something that I can rely on, trust, and is dependable. Unlike...

"You should find someone that will love you in return," she said.

Someone?

She hadn't had the best luck herself. "Who do you want to be with? Huh." I knew she had trouble in her past relationships.

I could tell that her head had now turned was now looking at me since I could see the shadows of her ears slightly sticking out from her head.

"Someone else," she simply said.

I don't know if I would have ever written that scene in any of my stories. The game mechanics pushed me to write this pushing me sideways and creating characters that I may have never created. Part of the interest was for me finding out what I was actually writing about near the end of the scene.

Fun stuff. 

I'll take my notes, look things over, tweak it, and maybe add some things.

Tuesday, July 5, 2016

Aioskoru part 4 : "Emotional Plea"

Tools Used
Aioskoru website
Aioskoru Adventure seeds
ABS12 System

Here are the stats for my two main characters.

Madi the amateur magic user is PL1.
SpeciesLifeSpdDefDef TypeBPDamageD TypeMagSc/TcBPVerbAdj/AdvBPVerbAdj/AdvCost
Magic User223Cloth21d12/6Staff45Fireball S1d12/23Net S315

Andelin the amateur fighter is PL1
Fighter436Plate41d12/3Sword2Rescue22Tracking/hunting215

Madi = 4 EP
Andelin = 6 EP

Continued from this Aioskoru Story Series
Aioskoru part 1 : "Wild Horses"
Aioskoru part 2 : "Friendly Centaur"
Aioskoru part 3 : Experience Points award
Aioskoru part 4 : "Emotional Plea"


"Emotional Plea"
By Ken Wickham
Copyright © 2016

They rode on centaurs into the village.

[Are there any other centaurs around? Very Possible +4; 1+4=5; No, however ... shouts can be heard from across the village, somewhere beyond the huts. FG 8 Time; 8 Old = maybe someone old died]

Madi saw no centaurs as they trotted into the village. All of the woven straw windows and doors were shut on the earthen structures. She noticed the larger doorways twice the height of normal doors. Also the door handles were much higher - more towards the upper third of the  top of the door.

Ramp structures were beside several of the buildings. They seemed to have some sort of -

Off in the distance arose a mighty chorus sung. The sound jarred her from looking around. They were here. Just not in the central village.

[do they head towards the sound? 1; No, also ...
FG 3, Mouth; 2, Sweet.]

They were headed towards one of the larger structures but not towards the chorus sound.

Madi's centaur stopped  a little distance away from the structure. Andelin's soon came up and stopped beside her.

He was actually laughing towards the centaur that he was on. How could he- she had to get his attention. "Pss!"

Andelin swung his head towards her and his smile became a more stern.

She mouthed, What, and brought her hands up.

He shield his mouth away from the other centaurs in front of them, pointed towards the large centaur who was now looking forward with a strong erect posture, and whispered, "Nefron's rather humorous."

She heard the the rain drop on puddles below them. Looking towards the his captor, she saw said many things. Humor wouldn't be one of them.

[Does Nefron do anything? 1; No, also..
FG 6, Think; 9, Guess]

Andelin was messing with her during this critical dire situation they were in. How could he be so cruel? She felt her blood pressure rising. Chicken poop! She made a pushing motion towards him in the air, mimicking pushing him forcefully.

The motion shook the centaur she was on.  Her captor turned, weapon drawn towards her.

Madi stretched back away from the blade. "Shh!" the brown centaur said with a deep low voice, eyes narrowed and staring her down.

She heard an explosive muffled giggle from Andelin's direction. Looking towards him, she caught him elbowing the centaur. That centaur turned quickly towards her. He then let out a quick, disgusting snort joining in with Andelin's taunt.

A clearing of throat interrupted their taunt.

The leader was now motioning them forward.

[FG 12, Dimension; 11, Liniear]

Two centaurs moved towards the building where several were lined  up on each side, weapons drawn, facing the leader leaving a pathway between the two formations. They came to a stop right before the leader.

The centaur reached around and grabbed Madi by the waist. She was lifted into the air and brought forward ahead of the centaur. After a moment, she felt a slight pressure towards the middle of her back. The pressure made her dare not move too suddenly.

[I'll test the new drama escalation rules
Is Andelin able to pursuade her to let them speak to the leader?
This is related to the plot, but is the first test which means it will be at a -4. Each additional plot related roll will receive a +1.
9-4=5 No, however ...
FG 7, Transformation; 3, Reform]

The leader of this centaur group glances each of them for a moment,  looked off towards the distant rugged plateaus and then back to them. She somewhat tentatively reached into a pack at her waist and brought out a book. She seemed to find a section. After a moment of reading, she nodded, and gently closed the book. This time the leader spoke more slower and gently. "You two are guilty of trespassing on ekouinmanus territory. An offense punishable by two years of service. What say you?"

"You can't do this -" she began. Andelin's hand came up as if to block her words.

"We are guilty of tresspassing - yes. However, please reconsider allowing us to have that service in the common defense of both of our nations in a combined war against the plateau dwellers."

His words were simple, slow and gentle, spoken much in the same way that sounded similar to how she had spoken to them.

"I cannot make that decision. It's not within my authority."

"We understand. Please bring it up to those who have such authority."

Madi was beginning to feel the strain and exhaustion of their journey.  She had to restrain herself from snapping and loosing control. And that was something she rarely did. But Madi had to say something. "You must. Consider the danger. We must return safety to our borderlands."

The leader cleared her throat a few times and then rubbed her jaw. She seemed to squint, looking inward.

Maybe she will agree at least with those terms, Madi hoped.

They didn't have to wait long for her answer.

"I will bring it up to the elders."

Madi felt an unexpected relief of held back tension - tension that she had forced back with restraint. She let go a deliberately quiet exhale. She briefly closed her eyes.

At least they had hope.

Sometime during their interaction with the leader the chorus had ceased. Now the entire village was in silence.

They were escorted through the village towards another edge of the village. On this other end around a larger building, had other people working around a structure that had piles of straw and dried grasses piled under protective rooftop structures.

There were other people - that weren't centaurs here.

[FG 5, smell; 6woody
9, move; 9, roll] 

Several off to one side were working with logs. They seemed to be rolling logs up to a pile. Several would come together and then lift the long logs onto a stack. The pile gave off a woody pine odor.

[Are the villagers returning from the wherever they have been? 8; Yes, however ...]

Off in the distance Madi could now hear the sound of hooves walking. The sound increasingly grew louder. Many of those working stopped where they were and looked off into the village empty streets.

Soon lines of centaurs came into view. Ahead walked one centaur dressed in dark clothing. He held a dark lantern in one hand - even though it was daytime. The other hand seemed to hold a dark staff. Behind him three centaurs seemed to be pulling some sort of cart.

The cart turned before reaching where they were. As it turned, Madi could see that a motionless centaur, which seemed to be an elderly one with grey hair, lay on the cart. Madi instinctively lowered her head until the cart disappeared behind the buildings.

[To be continued]