This post is a table of contents covering what I will address in the Land of the True Game campaign and setting on this blog. (Read the one-paragraph description here before you read this.) I’m not sure how far I will go before I get tired, but I am eager to try.
I’ll attempt to update this post with links to the posts I finish so that there is a central directory for the setting.
As you can tell if you’ve read the books, for now I’m focusing on the first three books — with a few excursions here and there.
Key:
✅ = player-friendly, no spoilers content
Campaign/Setting Basics
- What the Players Need to Know (a capsule history of the setting) ✅
- Mysteries of the World (campaign plot, who’s who, adventure seeds)
- Technology
- Government/Society
- Geography
- Vocabulary and Sayings ✅
- Religion of the True Game ✅
Game Mechanics
- Handling Player Magic
- Talents (see also The Index)
- Power-holding a.k.a. Sorcery
- Wize-Art
- Lom
- Devices (Psi-Tech)
- Campaign Planning Form (as PDF)
- Combat Rules Subset (I use the same combat rules in both campaigns) ✅
Clarification: I’m using the setting terms in the above list, these are not the GURPS rules terms “talent” or “power(s)” or “sorcery”.
Key Concepts
- The Index
- Demense
- Festival
Important Locations
- The Old Road
- Schooltown(s)
- The Blot / The Labs
- Wind’s Eye
- The Bright Demensne
Character Templates
There are a few tables/traits that are relevant just for character creation:
- Rank, Status, and Social Stigmas
- Codes of Honor / Vow
- Useful Skills List and Discussion
- True Game ESP, -20% (a campaign power modifier)
- Allowed/Disallowed Character Builds
There are a few modules/lenses that apply across templates.
All gamesmen (meaning: those with talent) are descended from one of the original eleven talents.
- Armiger
- Demon
- Elator
- Tragamor
- Seer
- Sentinel
- Sorcerer
- Healer
- Ruler
- Shapeshifter
- Necromancer
- Wizard
- Magician
- Dervish
- Immutable
- Pawn
The first eleven are like character classes, with hybrids also allowed, but I’m not sure how much I will get into the hybrids. Those listed above after the first 11 are more like special cases.
Alien Races
- Shadowpeople
- The Agirul
- Eesties
- Stickies
Organizations
(e.g., potential patron/enemy)
- The Council
- The Magicians (this is also a character template)
- The Immutables (also a character template)
- The Sevens
- The Dervishes
- Shadowpeople (this is also an alien race)
- Eesties (this is also an alien race)
Alien Creatures
- Groles
- Krylobos
- Flood-Chucks
Monsters/Other
- Gifters
- Tallmen
- The Centipig
There’s a bunch of other stuff I didn’t list here because I don’t think I’ll have the energy for it.
The d’Bor! The Bridgers! The Daylight Bell! The Great Maze! The Backless Throne! etc.
But if you know the books feel free to suggest something else if you think it counts as a must-have.
(The image highlight for this post is a c. 1310 medieval illustration of men harvesting wheat with reaping-hooks, on a calendar page for August, from Queen Mary’s Psalter [Ms. Royal 2. B. VII] at Wikimedia Commons. It is in the public domain.)
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