Sunday, October 6, 2024

SANITY IN NUNA

In vanilla BRP (Call of Cthulhu), the Sanity mechanic is invoked with typical gothic horror elements. When you see a body, a ghost, or a monster, you throw dice. It is also extended to cosmic horror, which has a greater chance of driving you crazy.


Nuna will be different because Labrador is different.


In Labrador, as in Inuit communities all over the north, kids are brought into the hunt and its experience of death for life from a young age. I remember sitting with my nan when she peeled a rabbit my uncle had snared right in front of my eyes. I was holding a toy rabbit, and I cried and ran away at first.


A day of two later we would chat as she scaled fish, skinned hares, or chopped up caribou meat and bones. Within weeks I was doing it myself. It was all part of life, and I was brought into seeing how food (life) was produced out of hunting (death) with no holds barred.


(I consider this part of the reason I acclimated so well to Japan, which has a similar ethic)


The further you go up north, the closer people are to this aspect of life, and when eating things like frozen Arctic char or raw whale, expect kids as well as adults to get blood on their hands and faces.


So in this context seeing something dead loses its shock value.


Instead, Sanity in NUNA is tied to a great existential dread of the North - the fear of being left alone. As a youth, I heard so many story of locals as well as people from outsider going strange when they were lost. The wandering members of the American Hubbard expedition saw ghostly members of their family in their delirium, and many times I heard the story of local people stranded who saw will o the wisps or such other phenomenon when cut off.


But although getting lost may prey on the minds of Outsiders, it is less of a fear for Inuit. For them, I would consider the loss of Community to be a greater tragedy. In Labrador, fully 1/3 of the Inuit died due to the Spanish Flu pandemic, and the villages of Okak and Hebron were destroyed by the Spanish Flu, Hebron losing 86 or 100 residents and Okak losing 204 of 263 souls.


Can we imagine what a horror this must have been to live through? Only sole survivors of great tragedies like Titanic or a plane crash in wilderness could know the horror and trauma. Coincidentally, north Europeans a millenia ago knew this pain, and the Old English poem fragment The Wanderer retells this trauma in relatable terms.


“Often, every daybreak, alone I must
bewail my cares. There’s now no one living
to whom I dare mumble my mind’s understanding.
I know as truth that it’s seen suitable
for anyone to bind fast their spirit’s closet,
hold onto the hoards, think whatever — (8–14)

“Can a weary mind weather the shitstorm?
I think not.
Can a roiling heart set itself free?
I don’t think so.


Although we are playing a game, it is also a panoply of different worldviews. Call of Cthulhu is American gothic with a slice of Victorian prudishness, so death and ghosts are the drivers of fear. In Nuna as in Labrador, what could be scarier than being lost and alone in the endless woods, or losing one’s entire social support network in a single blow of fate?



Reference

Heritage NF. The 1918 Spanish Flu Epidemic.

https://www.heritage.nf.ca/articles/politics/1918-spanish-flu.php


Old English Poetry. The Wanderer.

https://oldenglishpoetry.camden.rutgers.edu/the-wanderer/


Thursday, October 3, 2024

3 QUESTIONS ABOUT NUNA THEMES, RULES, & HISTORY

Q: What is the theme of NUNA?

A: The theme of most other adventure RPGs is conquest. Fight the baddies, take their stuff. 

I ain’t knocking that! It has worked for countless other games and arguably brought us this great hobby.

But NUNA is different.

The watchwords of NUNA are COOPERATION and COMMUNITY.


There are still baddies to fight. Fenris wolves, borged bears, Qallupilluks, land leviathans, etc etc. Still useful gear to pick up. But you can only survive these encounters by cooperating with your diverse group and with support from your community. If you read the histories of Labrador, it is all stories of people helping people, mixing and mingling and strengthening one another.

Then there are the communities, that come together in time of need, or else need saving .


Q: How will the rules compare to vanilla BRP?

A: It is past time to say a word about my plans for NUNA’s rules. I have three guiding principles.


CLASSIC - Take some of that old magic, atmospheric Chaosium stuff and update it. See my blog (Tomb of Tedankhamen) to see what I’ve done with Stormbringer.


MODERN - Take the best modern mechanics of the latest BRP iteration. CoC 7E I’m looking at you and some others.


UNIQUE - Add innovative rules that evoke setting and a style of play. The Community and Social mechanics and Cultural abilities fit in here.


It will also be MODULAR as not al players will have the time and interest to game regularly and build a community. For them, casual play options are a must.


All this must be playtested thoroughly. Very looking forward to this rigorous process!


HISTORY OF NUNA


Q: How long have you been working on NUNA?

A: Looking at my blog, where most of my ideas get worked out, my first reference to it is 2013. At the time, I envisaged an OSR retroclone style game. I started making notes in a Google doc, but as I grew disenchanted with retroclones and drifted back towards BRP, my ideas shifted towards using Chaosium’s engine.


Now I just have to whip all those ideas and scribblings into an appealing shape.


Wednesday, October 2, 2024

Blog Backgrounding Under Media Blitz

So I have switched gears over to Kickstarter and social media for the duration.

Pre-launch is ON until the 22nd. Then you have 3 weeks to pull the trigger and get in on this.

KICKSTARTER LINK IS HERE!

(If this game succeeds, next game is The Weird in Japan)


Choose Your Poison!!


(Facebook) NUNA The roleplaying game of Inuit & Iceships on Facebook

For longform fiction, releases and discussion

(Twitter) @nuna_rpg

For short snippets & news flashes

(Email for Notifications) nunathelandrpg@gmail.com

I am very stoked to have the chance to make this game a reality. Very excited to get my (and your) grubby mitts on this corebook, but ready for the 9 months maximum I figure it'll take to bring to fruition from my reams of notes and ideas.

OK, here is an oldie of great grandfather Gilbert Blake, rescuer of the remnants of the doomed Hubbard Expedition of 1903!



Saturday, September 28, 2024

So I won that game design competition....

Hi everyone.

You may have heard, but I am one of the four finalists in the Chaosium game design competition.



Link is HERE.

Thank you x3 for everyone who voted! (✿◠‿◠)

Thanks to Chaosium so giving back to the community so generously and inspiring the next generation of designers! (づ。◕‿‿◕。)づ

So what is next?

Kickstarter within 24 (now 22) hours!

Contacting Inuit artists!

Feeling out playtesters!

Page samples with a week!

Playtest within a month!

Printing by spring!

(But right now, coffee and pizza with sonny)

Wish me all the luck I wish you!

Tedankhamen

Tuesday, September 24, 2024

Nuna Visual Inspirations

This blog is looking poised to become my game dev log for NUNA.

I've no problems with that, I'm raring to go.


First off, what images inspired me in writing the game?

OK, the character choices for Nuna are a bit of a wide palette.


First, this was my inspiration for Inuit:


This is a photo of a then 16 year old Inuit girl Helen Konek walking into her igloo in Nunavut in 1949.


OK, next Neo-Vikings:


This is the Draken ship that sailed across the North Atlantic Ocean from Norway to Canada and down to the US.

Next, whalers:

This smiling chap is a Maori whaler of last century. Picture him covered in whale grease and a fur vest to stay warm. Queequeg meets Mad Max on the ice.

OK, how about a Settler. In Labrador, Settler traditionally meant a European who intermarried with the Labrador Inuit and settled into trapping and hunting ways. The term has fallen out of usage a bit due to political correctness.


This is my great grandfather, Gilbert Blake. He was only 18 when he signed onto the 2nd Hubbard Expedition in 1905 to cross Labrador east to west, and his knowledge of the land helped them make the journey without major incident as recorded in A Woman's Way Through Unknown Labrador. The disastrous 1st Hubbard Expedition of the year before had no native guide, and is recorded in Lure of the Labrador Wild.

(Both books are available on Gutenberg, I believe, although Woman's Way has a beautiful complete edition out a few years back)

Finally, scientists. In Nuna's lore, these are the guys responsible for the world being the way it is. OK, imagine this guy in a heated suit and you get the picture:


And there you have it, an eclectic group of playable characters that are sure to cross swords with one another when times are good and band together when they are not.



Monday, September 16, 2024

Why I Love Chaosium

Off the bat, I am admittedly positively biased towards Chaosium thanks to shortlisting in their design contest. But in addition to that, the first game I ever bought as a young man was Stormbringer, and ever since I have voted with my wallet in Chaosium's favour.

So what do I like about their games? Four things:

1 Quality

Chaosium has always made good games. In terms of mechanics, tying everything to the D100 has been a major boon in terms of cohesion as well as simplicity. But even with things like art, Chaosium has consistently chosen evocative works. Even the early art, such as the handdrawn shieldmaiden of the original Runequest, was miles ahead of its competitiors, and has been creatively remade in the Mythus cover.









Even at their lowpoint in the late 90's to 00's, when Stormbringer was outsourced to Moongoose, there was a minimum of quality under which their games did not drop.

Speaking of Stormbringer...


2 Using IP

From the start, Chaosium made the smart choice of using an Intellectual Property (IP) as the game setting. Elfquest, Stormbringer, Ringworld, and Call of Cthulhu all had the groundwork already done by their creators. This allowed players to be immersed immediately in a fleshed out setting made by an established author instead of making (and forcing players to learn) their house setting.



In this way, Free League seems to be a spiritual successor to Chaosium, with their long list of evocative IPs (Alien and Bladerunner for movies, Things From the Flood based on art).


3 Personalities

Chaosium was run by passionate gamers like Greg Stafford, Sandy Peterson, and Lynn Willis.  They were also very open - Lynn Willis sent me a kind rejection letter in the 90's, and Sandy let me interview him earlier this year. With gents like these at the wheel, make no wonder that Chaosium is known for epic adventures - Masks of Nyarlothep or Terror on the Orient Express for CoC, Rogue Mistress for Stormbringer. Once again, Free League seems to be following in their footsteps with some of the great material out there for Alien.


3 Letting others play in their sandbox

Whether it be subscribing to an open gaming license, or letting independent creators make manuscripts of award-winning scenarios for CoC, Chaosium has really invested in and benefited from community content. The BRP design contest is just another extension of this policy, which makes good business sense while avoiding the corporate misstep of shutting fans out for fear of losing revenue.

So I am glad to be a loyal Chaosium nerd. Now just to find playtesters for Nuna...






Thursday, September 12, 2024

BRP Design Shortlist? How did this happen?

 At first I thought a friend was trolling me, but upon rereading I realized the email I got today confirms I I am shortlisted for the BRP design contest.

Politely rejected by Lynn Willis, 20 years ago, shortlisted today. Who would’ve thought? (Actually, Lynn’s handwritten message to me was so polite and caring. I treasured the memory of reading it.)

My proposal was for Nuna, which means land in the Inuit language. I was born and raised in goose Bay Labrador, a child lost between the white settler and Inuit worlds of my ancestors. When I encountered Michael Moorcock’s writings, the Ice schooner & the frozen expense scene of the eternal champion release stood out to me. These were adventures in the land I was from, of beautiful hot summers among the trees, contrasted by unending, frozen, and windy nights mid the snow drifts.

In Nuna, players take the role of Inuit, Vikings, whalers, and sorcerer scientists, exploring a post apocalyptic world that has fallen into frozen entropy. The setting itself is just as much a character as any PC or NPC, and preparing oneself for the environment is just as important as for any adventure or interaction

So thank you to the fine folks at the chaosium For selecting me. Honestly, the whole shortlist looks awesome.

Good luck everybody!

PS I wrote the proposal in the depths of depression as I was getting over a workplace stress, meltdown and being abandoned by my lover after months of counseling, I feel 10 times stronger than before, and this is fine vindication.