Witch West Wild Wood




Witch West Wild Wood


Let's do some imagineering.


Genres I have never played or GamesMastered. 


I hate SuperHero games so that's off the table. 


I have seen a lot of old 'Cowboy and Indian' Wild West movies. 

Absolutely no racism, cultural appropriation, etc, intended whatsoever.

I grew up before Wokeism, before LGBT, before the internet, 

damn I grew up before CD's which emerged in my teenage years. 

Back then that meant Compact Disc, not Cross-Dresser. FTR



"My mind is a raging torrent, flooded with rivulets of thought

cascading into a waterfall of creative alternatives."  Hedley Lamarr


This game has many influences. It attempts to stay true to the spirit of the early pioneering days of the roleplaying games industry, during the late seventies and throughout the eighties when the Satanic Panic was a real problem for kids with imaginations playing harmless games in safety. Back in those days Vampires and Orcs were terrifying monsters, not something you could play as a character and have sympathies for their plight. There were fewer moral dilemma's. The guy with the black hat was bad and the white hats were heroes. Those were simpler times. 

Perhaps we do not want to keep this game quite so basic as that but it helps at the groundwork to provide a context to build from. 


  • "A man deserves a second chance, but keep an eye on him." 
  • "If everything isn't black-and-white, I say why the hell not?" John Wayne


During the nineties we all had a dose of David Lynch where the white picket fence came to symbolise something nasty hidden in the closet. Ripley eventually merged with and became the Alien, overcoming the fear of fear and replacing her gorgeous femininity with predatory feminism. The cynicism of post-modernism replaced the naivety and excitement of modernism as we collectively realised what we had collectively done, how we had been manipulated by corporate greed to the extent of destroying the ecology to unsustainable levels. Not so sure we all wised up yet. 

That is really what this game should become about; to do justice to the world and culture we ourselves live in despite aspirations to return to a more elegant, pure state. Accountability for the consequences of our actions even where those actions were simply an attempt to bring some form of stability and harmony to our lives. This is the frontier we all must face on an ongoing basis. 


The prototype cowboy town in this game where the characters hang out as a base of operations is; 

A Town called Harmany 

with two A's to push the point across nicely. 




Wild West


"The American Film Institute defines Western films as those "set in the American West that [embody] the spirit, the struggle, and the demise of the new frontier. Wikipedia, Western (genre)


Your character is one of the following types; 

Gunslinger, Preacher, Scout, Tribal, Witch. 



I won't focus on the Game System because this blog already has several of those floating around.


SLOP  ™

It's All About ™

Brains&BrawnRPG ®






Tabletop Terrain


As I spend a lot of time crafting tabletop roleplaying game terrain, 

I have had this idea on the back burners of my mind for many years without doing anything with it. 

Here we go then, this is that opportunity. 


Cowboy towns have characteristic features. 

Identifiable locations. 

Big fronted stores. 


Big fronted store fronts are either 3" 4" or 5" wide

by approximately 3" - 4" tall with variations 

(for a one story building)

with a boxy room behind it, 

as wide as the front and between 3" - 6" long,

2" tall per level of the building, 

and a back door. 

Always a back door.

These are easy to create with card

which can both flat-pack and fold to 3D.

The original idea is they are pop-up buildings

so the whole town can be kept in a box on a shelf. 

My crafty mind runs ahead of itself toward sculpture.

Recommend the Fronts and the box-rooms are detachable.

Recommend also making flat roofs so miniatures can walk on the roofs 

because this is hell of a lot simpler than faffing around with triangular roofs. 

Recommend also each building front has a large space for the Store Sign,

but with an ability to change the store sign for the building front. 

The easy way of course is to only make the Big Store Fronts

and do a Blazing Saddles fake town job.

It takes Time, Energy and Focus. 


And take a deep breath of that dusty desert air... 



Blazing Saddles, Mel Brooks, Gene Wilder, Cleavon Little, Warner Bros.


Crafting Method


"Towns popped up overnight along the Western Frontier."  Ahem see Deadwood. 


In my decades of crafting experience the very best way to make 'wooden' box-rooms is from card-stock and corrugated-cardboard, is to cut 2mm-3mm wavy strips of card-stock 'planking' with a craft knife using no ruler and glue them like planks onto 2" wide (for single-story buildings, 4" wide for two-story buildings, 6" for three-story buildings, and so on) corrugated-cardboard using PVA glue. It takes 24 hours to dry. Repeat the same on the reverse. 

Trim the excess bits of card-stock off where it sticks out over the corrugated-cardboard and cut the lengths you want for the buildings width and depth from this after the glue has dried. Cut out any doors and windows. Do the same for the floor (standard 3"x4" 'average' size building) and stick it all together with PVA along the edges of the corrugated-cardboard. Use strips which are cut with a ruler user along the side of the corrugated-cardboard to hide the corrugations. 

Base-coat it 50/50 PVA and black acrylic paint then dry-brush it with 'mid-brown' and dry-dry-brush it with magnolia (never use white, it looks like frost and snow). Do it in that order to avoid having to faff about with gluing card-stock onto the 3D corrugated-cardboard model. Don't glue the roof on, you can lift this off to use the playing space inside the building. Make the roofs slightly larger than the floor. 

Remember this project is inspired by cowboy towns so there will likely be a porch out front and the floor is raised so stick two sheets of corrugated-cardboard together for the raised floors. Bonus move is to put the corrugations horizontal and vertical so it strengthens the floor. Measure and glue the walls around the outside edges of the floor, not on top of it. You want as much floor-space inside your buildings as possible. I always stick to the idea of 1" grids for moving miniatures even if the grid is not obvious on the models.

Get creative with customising the buildings. Of course it would be so much simpler if somebody produced a nice series of A4 colour printable card-stock flat-packs with tabs to glue or slot for the whole town... I am sure such a thing exists somewhere but haven't bothered researching it yet. With Money you can shortcut Time, Energy and Focus. There's gold in them thar hills... 






Locations


Essential Buildings


Saloon

General Store

Sheriffs Office / Jail

Bank

Barber Shop / Dentist

Herbalists Store

Church

Livery Stable

Mine Entrance 

Undertakers


Outhouses

Hitching Posts & Water Troughs 

Teepee's

Corral (fence sections)


Expanded Buildings


Houses

County Court House

Lumberyard

BlackSmith

Grocery Store

Bakery

Express Mail Office

Doctors Surgery

Clothes Store

Bordello

Laundry

Hotel

Harem

Restaurant

Lawyers

Printer / Newspaper

Assayer's Office (minerals)

Weavers Workshop

Dyers Workshop

School House

Grain Silo

Water Tower

Gallows

Farmhouse

Train Station

Library



But how do we make it much more interesting 

than a simple Wild West World based on old movies 

which always had more-or-less the same plots? 







Witches


We all know from Dorothy's hideous adventure in Oz 

as well as from the real histories 

how many Witches were around in the Wild West. 

Let's make a feature of that! 


Witches come in all shapes and sizes. 

We are using the word Witch loosely to include all types of magic user;

Sorcerers, Shamen, Wizards, Mages, Medicine-Men, etc.

In this Game World they are all simply called Witches by the superstitious folk.

Witches work alone and they work together in Covens. 

It makes sense to have rules for Covens as well as Spells. 


Power

Witches and magic is all about Power. 

Spells require Power to work.

The more Power you put into a Spell the more Powerful it is. 

Power is an indicator of how much of a change is to be made to the world.

It is measured in Amount, Range and Duration. 


We will borrow the relevant charts from Brains&BrawnRPG® 

©2015 Ordo Octopia. All Rights Reserved.


Amount

1 point = droplet, candle flame, coin, hand clap

2 points = punch, hammer fall, shot of rum

3 points = 1 horsepower, high wind

4 points = 10 horsepower, storm

5 points = 100 horse power, hurricane, tsunami


Range

1 point = within touch

2 points = within throwing distance 

3 points = within sensory range

4 points = within memory of target

5 points = within imagination


Duration

1 point = immediate

2 points = a moment, a few minutes

3 points = an hour, a change of state (weather)*

4 points = a day, until nightfall or sunrise

5 points = a year, permanent


If you're using SLOP RPG ™ Power equates to Power which is 1D6 per point.

This shows how much Power is available to the Witch at that particular time. 

You do not have to use all those available points. 


If you're using It's All About ™ Power equates to Discipline value. 


Witches can pool their Power 

by collaboratively putting points into the Spell Pool for any particular spell.


Work out the Points Cost for the Spell you want to cast. 

This means adding up what you want from each of the three charts.


Casting a spell (like everything else in life) involves three criteria: 

Time - Energy - Focus


Time it takes to cast the Spell, and which time of day/night/lunar aspect/year is best,

and how long the spell will last. 

Energy is Power, the energy required to make the magic work.

Focus is the outcome you are attempting to achieve 

and also the ability to avoid being distracted. 

In game system terms this is to roll the dice 

for a Discipline Check (It's All About RPG) or Oxygen Check (SLOP RPG™).

Brains&BrawnRPG® has its own established Magic system. 


Witches have Spirit Allies and deal with Supernature. 

Witches have spell books of instructions of what must be done to perform a spell. 


All of the research for this is available from many sources. 

I will not repeat information available elsewhere as it would be a total waste of time. 

Improvise, Customise, Personalise.








Wild-Wood


This game is not set in arid desert conditions like most of the American Cowboy movies 

in black and white and colourvision. 

It is set in a rainforest.

We get to have jungle varmints instead of outback critters. 

Monkey troupes, Lions, Elephants, Gorillas, Crocodiles.

We get to have all sorts of exotic plants for herbalism and voodoo,

 including flesh-eating plants.

And of course, quicksand. 


There are no 'new' stone buildings built or in use. 

It is possible the jungle contains very ancient stone buildings, 

completely overgrown ruins of a forgotten lost civilisation. 

That is not the primary focus of this game. 

There are however small hand-carved heirloom stone ornaments, tools, 

and territorial way-markers used by the indigenous peoples. 


There is a Dry Season followed by a Wet Season of monsoon floods, 

which returns the long Green Season to the world, which gradually dries out again.


The reason the buildings are raised is because during the short Monsoon season, 

small boats are used for transport after the roads become river-ways. 

There are of course also the year-round river-ways with annually changing tributaries 

all over the wide fertile valleys between many, many hills. 


One common landscape feature are tall, wide tree-roots 

holding together 'tumps' of raised earth in which many flora and fauna thrive all year round. 

These have grown taller and wider from year after year of monsoon and root growth. 

They are like small islands or mini-hills amidst the wide, usually dry and green flood-plains.  






Making TableTop Terrain Tree's


We are doing this the easy way using sticks collected from nature. 

Use a hot-glue-gun for roots and texture, vines, and to stick the twigs to a base.

3mm mdf cut to shape with a Stanley blade. 

Use sponges from the washing up,  I suggest buying a blender dedicated specially for this to avoid getting toxic plastic particles in your food and causing evil problems in your body. Or simply rip the sponges apart with your hands. Soak them in watered down green paint and use PVA glue to stick them to the trees. You could add a sprinkle of sawdust soaked in green paint. The cheapest most easily available supply is organic kitty litter pellets soaked in water until it crumbles and then dried. 

To make the Tumps, stick your trees on top of a block of polystyrene plastered with sharp-sand and PVA mix, then build roots down its sides for the trees. Don't forget those liana's made from organic twine.  

You might want to watch some Tarzan movies too, then.



One More Thing...

The Colonists, 'frontier town cowboys', 

who live in what the Indians describe as 'the Dead World', 

characteristically have blue skin of different tones 

(cyan cobalt indigo lavender magenta)

They are more likely to have iron and black powder.


The indigenous Indians who live in teepee's and treetops,

hunter-gathering in 'the Live World', 

characteristically have green skin of different tones 

(emerald lime pine olive mint).

They are more likely to have spirit allies and natural magic.


Half-breed children have mottled skin.


There are some jobs which only Settlers do, some jobs which only Indians do,

and most jobs which anyone will do as a natural part of cultural integration.

Despite occasional frictions the cultural exchange and blending is a two-way effort and is generations in. For example, if a Herbalist Store in the first town is run by a blue-skinned settler using imported remedies, have the Herbalist Store in the second town run by a green-skinned Indian using local plants. 









Brainstorming Session Ends.




For the main Witch West Wild Wood blog  click here


For the Price Lists & Banking  click here


For the Other Continent  click here 


For Cultural Development  click here


For History & Future  click here


For Visual Resources  click here


1000 Years Before  click here


For Brains&BrawnRPG®  click here





That's it, that's your new Tabletop RPG.







©2024 Ordo Octopia. All Rights Reserved.


Discipline & Development

Worlds most loved and famous fighters all had the same qualities: 



Muhammad Ali

Brains Brawn Personality

said it’s all about discipline.


Bruce Lee

Brains Brawn Personality

said it’s all about discipline.


Jackie Chan

Brains Brawn Personality

said it’s all about discipline.


Jet Li

Brains Brawn Personality

said it’s all about discipline.



See the common theme here? 



The key is Discipline. 



What made them supreme is not only discipline but also Brains. 

Because personality requires Brains.

Because being a superb fighter requires Brains. 



Some other fighters did not have all of those qualities. 



Frank Bruno

Had most of those qualities and was very much loved, 

he had everything but Brains.

Got his head kicked in, died of brain injury. 


Mike Tyson

Hardcore at Brawn, didn’t have personality, 

raped a girl and went to jail for it. 

Is very hated despite his fighting skills. 




Brains Brawn Personality and Discipline 



So the logic is as follows: 


The discipline to grow your brain means actually doing the work. 


What is difficult today will be easy tomorrow if you do the work today, 

or it will be difficult forever if you put it off until tomorrow. 







So: how do we use this as A Game System


Obviously, there are four Character Statistics on your character sheet. 


Brains Brawn Personality and Discipline. 


For this simple system we are going to be using Negative Quantities. 


It seems appropriate as I just got some new 

Fate Dice aka Fudge Dice 

to play a Fate Core derivation; 


JadePunk: Tales of Kaosau City 






-  +  0  0  +  -




This new game system is called,

simply because it needs a name so we know what it is we are talking about,  



‘IT'S ALL ABOUT’  RPG 



You have 8 number of dice to assign to your Character Statistics 


Brains Brawn Personality Discipline 


To customise your Characters areas of ability.


You MUST assign at least one dice (one point) to each Character Statistic.


It is possible to do variants of this: 



2 Brains 

2 Brawn 

2 Personality 

2 Discipline 


1 Brains 

1 Brawn 

1 Personality 

5 Discipline 


2 Brains 

2 Brawn 

1 Personality 

3 Discipline 




Testing Character Statistic Scores

1. Roll the number of Fate Dice indicated by the Character Statistic number value. 
2. Apply the Result to the Character Statistic number value to discover the Success rate.
3. Compare the Success Rate to the Character Statistic number value. 


n = d
r = d = v
n + v = s

n = number
d = dice
r = result
v = variable
s = success rate

number = (number of) dice 
result = dice score = variable (between lowest possible and highest possible) 
number plus result = success rate 



Example 1; 

Character Statistic (n) = eg; 1
roll 3 Dice = Result (v) : it will be between -1 and +1 
 Apply Result (-1 to +1) to Character Statistic number value (1) 
The success rate will be between 0 and 2

Example 2; 

Character Statistic (n) = eg; 3
roll 3 Dice = Result (v) : it will be between -3 and +3 
 Apply Result (-3 to +3) to Character Statistic number value (3) 
The success rate will be between 0 and 6

Example2; 

Character Statistic (n) = eg; 5
roll 3 Dice = Result (v) : it will be between -5 and +5 
 Apply Result (-5 to +5) to Character Statistic number value (5) 
The success rate will be between 0 and 10


The Character Statistic number value sets the benchmark. 

If the Success Rate is less than the Character Statistic number value, it is a fail.
If the Success Rate is more than the Character Statistic number value, it is a win. 

The lower the number the greater the fail. 
The higher the number the greater the win. 

This system makes it so whatever Character Statistic number value you have, 
the lowest possible end score will always be zero, 
the highest possible end score increases in line with your Character Statistic number value.

More success is attainable the higher your numeric value. 

Fails

Zero represents a complete catastrophe.
It goes horribly wrong.
Any other fail is simply 'it does not work'. 

Wins

Success is measured in;

Marginal (the same as your value)
Small (1 above your value)
Average (2 above your value)
Big (3 above your value)
Huge (4+ above your value)

Yes, this means it is only possible to get a Huge Success if your Value is 4 or more. 
Your value indicates how big a success it is possible for you to achieve. 

Advanced GamesMasters May often simply compare the Character Statistic number value against the Wins chart (above) to determine probability of success. 


Levelling Up

Every time you roll + on every dice, 

you get 1 more Character Point 

which equates to one more Dice 

added to the relevant Character Statistic.


It is more difficult to level up with more dice,

It is more probable to level up with less dice. 


This introduces a natural balance to the game 

and to the characters ability to level up to stupid extremes. 


The focus here is that if you want to level up, 

you have to do the workout 

which in technical game system terms means 

to take the tests. 







c2024 Ordo Octopia. All Rights Reserved. 

Psycho Killer



 The rules for Psycho Killer are really quite simple. 


It is set in the real world. In your home town as it happens. 

All the NPC are real people who live there, people who you actually know in real life. 

The character you play is yourself. 

No matter what happens in the story, the consequence of it is the most probably realistic thing which would happen in the real world as a result of it. 

The purpose of the game is Body Count. The higher the better. Like in a videogame. 

There are two Playing Styles of the Psycho Killer game. The first is called Killing Spree where you go out in a blaze of glory. The other is called Serial Killer where you try to get away with (usually premeditated) murders for as long as possible. 

There are no dice. It’s not the sort of game where things are left to chance. 


DISCLAIMER AND WARNING

Playing this game results in trauma and potentially in serious psychiatric damage. Do not play this game. Do not play it with intense 1-1 sessions of one player and one GamesMaster. Especially do not play it at night by candlelight after everyone else is asleep. We accept absolute no responsibility whatsoever for whatever you do with your own imagination. 



Adult RPG

 




Having read some of the blog content in here about my hebe and ephebe years as a roleplayer in school it would be easy to assume the way we did things back then is how we did things in the years since then. Not so. 


After that phase I discovered Stormbringer and Call of Cthulhu followed shortly by Kult and then the World of Darkness games. Most notably Werewolf the Apocalypse and Vampire the Masquerade ‘a beast I am lest a beast I become’ as well as the best-when-personal 1-1 sessions Wraith the Oblivion and the ambitious Mage the Ascension which I fell out of love with when I realised that it’s premise is liars at war. Extensively it is paradigm warfare of persuading a critical mass of others to believe in your own self-deception for personal gain up to the point where reality pings back at you because you pushed it too far. 


My studies into chaos magic have correlated with the accuracy of this system. Mostly through observation how the cracked minds of chaos magicians warp when reality pushes back at them. Or worse, the warped minds of chaos magicians crack when reality pushes back at them. 


The only magic I do is protection magic and hex-reversal magic. I am very powerful at it. 


My core group developed a game called Psycho Killer which is the most traumatising horror game I ever experienced because it’s borderline real. Not safe, do not play this game, you have been warned. I have no responsibility for what you do with your imagination. We stopped Psycho Killer after only a few sessions due to its impact on us afterward. 


That’s not the adult roleplaying game I want to discuss today. The adult roleplaying game I want to discuss today is somewhat dangerous to discuss at all. Not because of anything we did, are doing or intend to do, but because of what society has done to reframe the context of the original theme we had been working with. 


What we did not know at the time, what nobody knew at the time because it had not been invented yet, is the abbreviation MAP means ‘Minor Attracted Person’ used for people sexually attracted to those under the age of legal consent. Which is a polite way of saying 'the P word' although it includes hebephilia too. 


As far as 5th edition D&D is famous for helping a lot of LGBT people come to terms with their own sexuality through the safe space of fictional roleplaying games, even there nobody likes pedophiles.  


I wanted to discuss this innocently. Thats not so easy in the light of MAP and the cultural backdrop of strong anti-pedophilia sentiment throughout the mainstream Western world. I personally also feel strongly an anti-pedophile sentiment having been victim of pedophilia myself which I do not want to go into here. The point is simply how it is not so easy to discuss the original intended story. The impact of society having changed the original context of the story through no fault of our own. You'll see what I mean as you read on. 


It was only after some great adventure "to discover the location of an ancient map prophesied to return unto the open world below the skies during this generation, a powerful map hidden to time, mysterious map destined to show a way beyond the darkness of misperception and ignorance," did the Player Character team of Warrior-Ambassadors somewhat akin to Knights Templar discover that this specific Map was the name given to a fourteen year old girl currently somewhere along her journey through puberty. 


Somewhat embarrassed and surprised the team recognised the importance of protecting her from various factions also out to get her for their own purposes. Map was horny as fuck and a complete brat. It was embarrassing at first until it was funny and then it was a very cool but understandably adult adventure. 


Map was taken almost but not quite entirely against her will to see the crumbly Seer who had originally sent the characters off to find her/it with a warning of impending doom should they fail. The Warrior-Ambassadors demanded said crumbly Seer explain why he/she/it/they had neglected to mention Map is a child who thinks she’s an adult, and not a thousand year old scroll of faded parchment as had been expected. 


At this time it was explained that Maps power is the gift of vision, a specific vision to each man with whom she beds. Only by collecting all the visions will the true path be known. Map herself does not see the visions. Maps job is to collect them and piece together the pieces so the Future may be known. 


At this time one of the players quit the adventure on the basis he couldn’t handle the humiliating adult content of the storyline. The GM handled it well as that his character had quit on the basis of it being too much for him. He returned later as one awesome NPC though, almost as if this had been destined to happen for the greater good of the story. 


The thing is, Map was going through a phase of her puberty where she was discovering her own sexuality, much to the humiliation and enjoyment of the players and the frustration of the characters who were by now beginning to realise the mission they had been charged with of protecting her meant literally stopping her from going on an underage sex spree as a result of her wild hormones running rampage. 


It was decided to stick her in a regular Church of the Virgin convent to get some level of education into her. 


Aside from an unusual birth mark used to identify her, which happens also to have been adopted to be the sign of a particularly quirky cult whose assassin-like fundamentalist acolytes have long awaiting her return for generations and who fully intend therefore to lay claim to her, Map was a relatively normal peasant kid from an outlying rural village where not much at all of any interest ever happens. The Cult of the Open Mouth are chasing Map intending to do something strange ritual sacrificial shit to her. This alone indicates how much she needs protecting. 


The convent are happy to take the young girl but she has other plans and routinely escapes. These episodes are largely driven by her hormones and frustration with the mundane orthodoxy of the Church of the Virgins somewhat austere bordering on sadistic disciplinarian practises the likes of which only a convent of repressive nuns could possibly have dreamed up. 


Of course the Cult eventually discover her whereabouts, burn the convent down one fateful night and steal her and some of the other sisters away to their remote cliffside cavern lair on an island further around the coast and out to sea. 


By the time the characters catch up with her whereabouts, storm the fortress, kill the high priest, read the library for mind-bending information to understand the world from their compelling perspective and raid the treasury, Map has escaped again, helped along and rescued by a forest bandit of her own age with whom she had fallen deeply in love and given what we assume is the first of the Visions to. 


An event which changed him. The bandit decides wholly to help the characters in their mission mostly because he sees the benefit to the girl of her having a team of Warrior-Ambassadors as her allies and by consequence as his allies too. He explains the Vision to them all and swears to protect her even despite her nature, which is so much like his own they seem a match made in heaven for each other. He understands her life mission completely and they both accept an open relationship is something which works for them. It is possible his character arc was intended to be his struggle with newfound feelings of monogamy even while being the famous lothario of his generation with a reputation which precedes him. 


As the story progresses through various scenes necessary for the ongoing protection of Map as an assortment of other interested factions catch up and to educate her in the world through experience it is decided to keep moving, to keep her on the road in disguise, rather than to settle down and become a sitting target once more. 


Map chooses the way. She is navigator, led by instinct. The natural way of path-working. Map also has visions of her own, typically to direct where to travel next and where things may be, but also in how to heal rifts between people around her. 


It is during this period where it is revealed there are maybe one or two other men encountered along the trail who have been blessed with a Vision required for the completion of the directions. Within these visions is information as to world changing events occurring elsewhere in the world, seemingly innocuous until all put together and deciphered to reveal meaningful prophecy and story threads of what will happen if we do or don't use this knowledge to do the right thing. 


She seems somehow to enslave various men to whom she gives visions to become her protectorate as a war band forms around her and the legend grows, raising its own problems and generating its own momentum as they become caught up in a prophecy not entirely under the control of anyone but fate. 


Map is promiscuous. It is her destiny and a necessity so she is entirely justified in her roguish behaviour. By now the group have a sexually active promiscuous fifteen or sixteen year old girl to look after. They have already had the conversation about age of consent in a medieval fantasy world and decided it’s up to Map what she does with her gifts. In the real medieval times the age of consent was as soon as a person was ready. There were no laws about it other than Chastity which she sure as hell isn't and neither are most of the folk around these parts. Following from which decision, it’s easier to support her rather than try to control her and lose. 


Of course the unspoken adult awareness is perhaps one by one the player characters are all going to share in the Visions so they themselves become components of the living map required to find a more enlightened way beyond the darkness of misunderstanding and ignorance. 


The GamesMaster was a good few years older than the rest of the players and had his own adult responsibilities so the campaign was regrettably discontinued. Which is perhaps the best thing which could have happened to it. 


But by then we were discovering meta-theatre and adult roleplaying games involving actual real women. That in the adult industries the term ‘roleplaying’ means something different than dungeons and dragons. Usually. Not always but that's for a different blog.