Campaign Seeds

The Lost Bay is designed to play compact, flavor-rich one-shots, called Urban Legends, and freeform exploration-based campaigns, called Long-form. 

Think of a one-shot like a show episode, while a long-form adventure is similar to a whole show season. Long-form adventures take the characters for a ride into the depths and meanders of the Bay. They also provide opportunities for character growth and deep relationships. Long-form adventures can be built from several Urban Legends, through Wandering, the freeform exploration of the Bay, or a mix of both.

While I've already shared the preview of an Urban Legend, The Traveller (be sure to check it out if you haven'tit's free): ; today, I'd like to tell you a bit more about campaign Seeds.

Seeds are a set of tables and adventure sparks. Alongside Rumors (more in a next post), they're one of the two core tools for campaign building. As you probably know, the Lost Bay setting is divided into six Districts: Sleep Country, Mall Nation, Waterfront, Sinking Marshes, Desert, and Highways (formerly Trashland). I've designed six campaign Seeds, each linked to one district. To Recap each district has

  • Random Location generator
  • Four pregen locations
  • Faction
  • Dedicated encounters generators
  • One Urban Legend
  • Campaign Seed

One huge self-imposed task is to connect and weave all those elements together. Seeds are one of the main tools for achieving this.

Below is the draft for the Desert seed, called Mustangs

District Seed: Desert

Mustangs

The Problem 

Small flocks of famished and haggard horses are converging near inhabited areas. They seek company, surrounding settlements, and following pedestrians and vehicles. Driven by desperate starvation, they feed on trash and whatever else they can find. Their hunger remains insatiable.

Complications

  • The horses become aggressive towards young humans and pets. Several cats go missing.
  • Self-organized patrols led by Anna, the postmaster, hunt the horses mercilessly, often wounding or worse, innocent bystanders.
  • The horses enter The Rising Sun, a local retirement home for musicians and occupy private areas, particularly beds, couches, and bathrooms.
  • At night, the horses rest on high-traffic roads, causing the crash of a highly flammable chemical convoy. The sky turns red and purple above the crash site. Chemical rain follows.
  • Large horse flocks gather outside the local school, causing panic among children and teachers. The horses have bleeding eyes.
  • Angelina's beloved horse has disappeared. She's certain he's out there somewhere. He’s nothing like the others.

Miracle: Storm

A daytime dust storm with high winds and lightning, spreading havoc and death. At night, it becomes a young woman with black hair, deep eyes, and wearing a short leather jacket.

Wants to be listened to. To finally rest. A place to lay her head. A familiar face to smile at. Eyes that look back with kindness. If none are possible, to scream with rage, and submerge everything in sand.

Quote Signs:Pour me a drink.”

Quirk When she manifests in human form, her mouth is sewn shut.

Gear Dried small flower, something you’ve lost long ago, something that belongs to someone you know, something scary

Moves 

  • Turn liquids into sand.
  • Abduct people or things into the storm.
  • Return long-missing persons or things.
  • Become a sand storm.

Faction Reaction: Collectors

Collectors believe the wild horse outbreak signals an impending significant disclosure. They are agitated and watchful for anyone who could disrupt natural events. They hinder those trying to understand what's happening by spreading false information, damaging vehicles, or stealing their belongings. In the last resort, they might physically harm, poison, or cause accidents to anyone who becomes too curious.

Urban Legend: The Traveller

Ways to Connect the Campaign to the District U.L., The Traveller

  1. You witnessed the comet, and since then, your life has been upside down. You’re following the signs in your dreams.
  2. Sasha has joined a weird cult, they’ve been obsessed with a figure called the Traveller. You’re accompanying them at a gathering.
  3. You’re an astronomy buff, and recently have noticed weird patterns in the night sky. They announce a rare supernova phenomenon. You’re meeting Ariel, an astronomer friend, to collect data in the desert, far from light pollution.
  4. You got lost in a sand storm, and emerged right before sunset at a weird but welcoming camp of alien enthusiasts. If you have one, your vehicle is broken, and you have no idea where you are.
  5. You tracked wild horses for a full day, until you reached the landing site.
  6. You’ve had a meeting with Anna, the postmaster, to discuss the ongoing horse slaughtering. You must have gotten something wrong, you’re not in the place you were supposed to be.

Conclusive thoughts

Seeds are like starting points that can sprawl in multiple directions. They also embody the mood of each district, creating connections with its UL, Faction, Miracle, some locations, and NPCs. GMs can use only bits of Seed and branch to a custom-tailored campaign or take advantage of every adventure hook they offer. 

Quick note on Miracles, or in other terms big bad NPCs, bosses of some kind. As Chris McDowall docet during our chat about Mythic Bastionland, foes are unique. There's only one of each, only one Knife Eater, Storm, Cable Guy, Hollow Hitchhiker, Babysitter, and so on. This is an important shift from the command and conquer monster Bestiary paradigm, which better fits the game's tone. In The Lost Bay, most miracles are mean, all are dangerous, and quite a few might move you or break your heart.

In the next post I'll probably talk more about the Reborn Wandering (exploration) rules.

Stay Weird!
Iko

 

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