The shape of this (predominantly solo) war-game/story-telling setting is slowly solidifying. In essence, a company of soldiers in the Thirty Years War chance upon a village that has not already been devastated and decide to over-winter rather than raze it. During the 16 project turns of the campaign, each corresponding to a week from the beginning to the end of winter, there could be internal threats or external threats. The internals will be handled completely by story-telling methods (based on Mythic). The external threats will be set up using story-telling techniques but then played out on the war-game table using Flashing Steel – Forged in Blood (FS-FIB), so this is also a mechanism to play-test the developing ruleset for Ganesha.

As I thought through how it will work and what needs to be developed ahead of time I remembered the abortive Ravenloft Mythic solo story-telling effort of a few years ago. This failed, I think, because the surroundings were a preprinted adventure. While there was plenty of story-telling leeway in the minor details the overall picture ran on rails. However, all is not lost because the work I did for that also directly translates to this. I set it in exactly the same period with exactly the same model in mind. So, those characters and the general conditions can be carried over. Barring the location, this is a continuation of that theme.

But what of the supernatural? For Ravenloft it was clearly all supernatural: that was the point. Initially this Last Valley campaign was intended to be pure historical. Knowing my shifting moods and tastes it seems self-defeating to limit myself unnecessarily. So in my randomising tables I have left a slim chance that something supernatural happens. These supernatural events may be vampires, zombies, werewolves and wild faeries, but the majority of events and opponents (statistically) will be historical. There is a chance that no ‘monsters’ other than humans will turn up. On the other hand if it goes Gothic then I am prepared to be surprised and creeped out, as would the characters in that situation.

The table I am developing is based on the one developed by Bob and found on the Solo Wargamer’s and Mythic forums (SoloMythic). The main leading clue finding table is clearly based on Bob’s work as I like the format and the feel. Thanks. This Information Generator is under constant development and may well look different next week. Last Valley Information Generator

The procedure for the game will run roughly like this:

  • Find the characters: Captain and his leading lieutenants. Done.
  • Find the starting company (protagonists).
  • Tell the first part of the story about how they settle in to the village.

And then for each week:

  • Roll to see if an external or internal threat faces the village: odds, external. Evens, internal.
  • Draw a card and consult the Information Generator to find the specific location of the event (maps 1 to 9), the event that occurs in that place, the people events surrounding that place, the Acts of God that are in force at the time, the textures or intangibles that colour the situation, the specific terrain item that is relevant to the event, and finally any eye-catching thing or event that somehow is relevant to any solution.
  • If the event is internal, then a Mythic style story-telling session will occur.
  • If the event is external then use the table again to identify the attacking force. Roll 2d6: on a 1-2 there are 5 groups in the enemy force, 3-4 there are 6, 5-8 there are 7 groups, 9-10 there are 8, 11-12 there are 9 enemy groups. Then using the Information Generator find what those groups comprise, and then play it out on the table using Mythic style decisions to control the enemy force.

The campaign runs until either:

  • 16 weeks (turns) have elapsed and the remaining soldiers pack up bags and return to their army
  • The captain and his men are ejected from the valley, or killed.