Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Friday, March 16, 2012

Ummm..Possibly Awesome Superhero Game


So I have been thinking about the new Marvel Heroic Game and...(blah blah boringfastforward)...

...since I like the Panel-By-Panel action but not a lot of the other stuff, I came up with...

This Brand New Superhero Game System I Wrote In 15 Minutes

So here's Spider-Man:

Webs D10
Agility D12
Wall Crawl D8
Jokes D4
Spider Sense D4
Super Strength D8

Hit points: 8
_
Here's the Hulk

Jump D12
Super Strength with angry dialogue D20
Super Strength with angry dialogue D20
Super Strength D12
Super Strength D12
Invulnerability D20
Invulnerability D20

Hit points 40

(Why does he get some things more than once? Because PCs and villains have to have a decent number of schticks for reasons that will be clear below.)

(Evan made The Tick:

Going Sane in a Crazy World d4
Nighinvulnerable d10
Nighinvulnerable d10
The Most Powerful Engine of Destruction 1974 Had to Offer D10
Dumb Luck D8
The Wild Blue Yonder D4

9 hit points

I know fuck-all about The Tick )


_
So here's how combat works:

-Roll for initiative on d6, high roll gets to decide whether they wanna attack or defend.

-Attacker picks any of his/her schticks to attack with and describes how it's being used to attack, like, say Spider Man goes "I undermine the Hulk with a quip to make him lash out and hope his hand hits a live electrical wire" or "I web him up"--then rolls the appropriate die--a d4 for a joke or a d10 for webs.

Let's say he rolls a 3 on jokes. The d4 joke die is now put aside until someone takes damage or Spider Man uses all his other dice.

-Now the defender wants to roll over this 3--s/he picks any of his/her schticks and describes how s/he is using it to defend him/herself like "I use my super strength to grab him in the middle of his dumb quip" then rolls the appropriate die-a d12, let's say the Hulk rolls a 5. That super strength die is set aside until someone takes damage or the Hulk uses all his other dice.

-The higher roll means the defender (The Hulk) has resisted the attacker (Spidey), now the Hulk rolls to attack, picking any schtick: "I use super strength with angry dialogue--'Joke Make Hulk Mad Joke Smash Webby Man!' and the Hulk rolls an 18 and sets that die aside.

Now Spider Man can't beat an 18 with anything, he's going to have to take damage.

-Once an attack is not successfully resisted, damage happens like this:

The attacker picks a schtick to do damage with from their remaining dice and rolls--super strength again for the Hulk--10! "I bash his head into a barber pole", the defender does likewise--Agility-- "I move my head at the last second!" Spider Man rolls an 8.

Subtract--Spider Man takes 2 damage. If the Hulk had rolled lower than Spider Man then Spidey would've taken just one point. Either way, both the attacker and the defender retire the die they used just now for the remainder of the combat. Spider Man can't use his Agility die, the Hulk can't use that slot of super strength until they are done fighting.

If the Hulk rolled another 18 and there was again no die Spidey had that was high enough to resist it, he would still lose a die. Spidey could pick which die. Orrrr Spidey could use two or more of his remaining dice but they are gone out of the pool for the rest of the encounter.

These are called "exhausted dice".

-New round. Everybody gets all their dice back EXCEPT the one the Hulk used for damage on that last roll and the one Spidey used to resist on that last roll. Initiative again, it starts over.

-Unlike Heroic this system is completely story-driven. Nothing tactically clever your PC does in the fiction can possibly affect the combat more than anything else--like Reed Richards could build a Kryptonite missile and shoot it at Superman and you'd still have to roll on your Super Science dice vs his Invulnerability to do anything to him. You have to think like a comic writer every round--Oh, can't do that again, just did it. And it's fast. You just have to explain how you used your schticks one schtick at a time every round. We ran through a few rounds on G+ and it was pretty fun. A whole different thing from FASERIP, upon whose toes I do not want to tread even lightly, but interesting just because--holy fuck wind it up and it just works. Crazy shit happens every round and it's fun.

-There are rules for multiple opponents and interrupting people (Spider Man has an ally all of a sudden!) and for double teaming and running away and stuff but that's the bones of it, the rest you can check out...

IN THE GOOGLE+ PLAYTEST!!!!!

Which will be probably on Google+ Friday (today I guess) at 5pm Pacific 8pm Eastern.

You have to bring a superhero you made up using 46 dice points. What's that mean? Like you want a d12 in some schtick, you spend 12 points. You want a d4 you spend 4 points. It'll help to have at least 5 schticks.

You get 4+d6 hit points.

If you want to randomly create your PC use this and just ignore the points stuff. (Or, hell, use the points stuff and see how it works out--just don't make a high-level hero.)

(Official handbook of the Marvel etc readers may wish to note on super strength that d4 is like a normal human level person who can throw a decent punch, d6 is maxed out human, d8 is low superhuman, d10 is like Rogue--50 tons-ish or Incredible in FASERIP terms, d12 is like 75-85 tons like She Hulk or the Thing, d20 is 100 tons.)

Sign up for the playtest by hitting me up on G+. If you do it by posting a comment here, know that I am pre-emptively making fun of you.

Ha ha look at you, you can't read, go to space and have your head explode you not-readinger.

Sunday, February 5, 2012

Hey You, Shy Guy, Come Out And Play

Are you smart?

Are you a big 4E fan or Story-Gamer/Indie Gamer/Whatever-It-Is-Ok-To-Call-It-Gamer or just a fan of like Mutants and Masterminds?

Post in the comments.

Let's talk.

We can talk about whatever you want.



_________
Edition warriors and get-off-my-lawners do not get to post on this one, so if you do, realize you'll be deleted.

Thursday, January 26, 2012

Secrets Of The Chill Master Revealed!

So where was that mystery passage from?

Guesses have included: Roberto Bolano, Gabriel Garcia Marquez, Carlos Castaneda, and Thomas Pynchon pastiching one the above.

Actually it was from Terevaldo Roberto Flechero L'unares' second novel.

Now Terevaldo Roberto Flechero L'unares is not merely an author of fiction, but (Borgesially enough) a fiction himself: an imaginary author whose work appears in the Vampires supplement for 2nd Edition of the horror RPG Chill.

Which is to say that passage was actually written by either Gali Sanchez or Drake Mallard, the authors of said sourcebook.

More to my point today, this passage pretty much encapsulates 2nd ed Chill.

On the one hand: it's kinda good, isn't it? Like it isn't maybe mad genius, but the ideas and execution are not just at "frustrated novelist" (which is like what you're called at 0-level if your class is Game Designer) but actually maybe even buzzing hummingbirdally up near "actual novelist".

I mean, it could give you genuine nightmares. And I love the bit about the transistor radios.

On the other hand: What the fuck does all this humid glitterball poetry have to do with a game, Chill Vampire Sourcebook?

And therein lies the glossy black vein of pre-White Wolf retropretension that is Chill 2e. Copyright 1990 and looking every inch of it. If, in looking through it, we can undeniably ascertain that it is not only Retro (now as it was not then) and Pretentious (as anything subtitled "A Scary Game For Scary People" could not hope to not be), but also Stupid, then we will know that Chill is perfect.

-Cover: Color pencil drawing of threatening version of masky Montreal opera clown in blue and orange instead of the traditional purple and pastel. Beneath ransom note.

-I like the layout of the table of contents: it reminds me of the menu for an upscale Washington DC restaurant where they have wrought-iron chairs out on the patio and an awning in racing green and all the drinks have olives in them.

I mean, fuck off if you want to know which of the 43 pages under "character generation" contains the 'taxi driver' career, but it looks nice.

-Quote from some made-up author named "Robert Davidson" who is not HP Lovecraft about the nature of fear. (Not-being-Call-of-Cthulhu is a major theme of Chill. As is Vampire The Maskthingy not existing yet.)

-Another aspect of Chill: artists who are almost Bill Sienkiewicz but not. More than one. Though one of them has a side of not-exactly-that-Hollywood-caricature-guy-who-works-his-daughter's-name-into-everybody's-face next to his Sienkiewiczwich.

-Beginning of the book: "If you've never played a roleplaying game, or if you haven't read the 32 page Introductory Insert in the back pocket of this book, you'd better stop reading now." (emphasis fucking mine). 32 pages is half of Vornheim. 32 pages is longer than Vault of the Drow. 32 pages could get you introduced to most of Western philosophy and all of Greek cuisine and still have room for house ads. Anyway fuck me because this pdf doesn't have it. But boldly I soldier anyhow...

-"Now that you’re ready to begin, you’ll probably want to know what’s in this CHILL book. Well, hang on to your. .. dice! We’ve got brain worms. We’ve got gorillas. We’ve got scientists, yetis, and monkeys. Thieves, mystics, and reporters. Gazelles, bears, and alligators. And, of course, flies, rats, mummies,werewolves,vampires...you name it!"

First: "hang on to your...dice!" Hah, we fooled you! You thought we were going to say "hat"!

??

Second: Isn't this suddenly sounding like a Hellboy RPG?

-"The second section of this book contains the mechanics of the game: both the players and Chill Master (CM) should read up on..."
Yes, that's right, if you're running this game, your players have to call you The Chill Master. Which is ok by me because that's what everyone calls me anyway.

This guy is totally The Chill Master.


-Like Cthulhu, skills are on an easy-to-grasp 0-100 scale. (Knowing you have photography at 45% tells you a lot more than having photography at +3. +3? Is that good? Is it like Lois Lane good or William Eggleston good?) Unlike CoC and its Chaosium Basic Roleplaying ilk it also has ability scores (strength, health...) on the 0-100 scale. While this has a pleasing surface simplicity and many a CoC or Runequest player mayhap has wondered why their system didn't do the same thing, the gears grind a bit when you do it this way, as we shall soon perceive...

-The basic abilities chosen seem pretty well picked for a horror RPG--Dexterity is like fingeriness and Agility is like jumpiosity and then Luck, Perception, Personality, Stamina and Willpower. You can instantly think of situations in horror movies where any of these things matters. No "intelligence", which I do hope is a nod to "player-skill-not-character-skill"

-Willpower is a depletable stat, like hit points. This is not quite as nice as Sanity Loss in CoC but the idea has legs.

-Some dipshit named 'Rax' who is, I believe, never identified is periodically quoted talking like Eddie from Iron Maiden and going on about lickspittle and mantasting and generally failing to scare me.

-The crippling late-Silver-Ageness of the system comes into play with skills: first of all, the base number for each skill is often some derived crunch nightmare of mixed ability scores (Climb is the average of your agility, perception, stamina and strength f'rinstance), second of all the system doesn't have just pass/fail, with fumble and impale for rolling really high or low, it also has a degrees of success system: Low Medium High Colossal.

Dig the madness--"T#" stands for "target number" (usually like 45 if the skill is at 45):

The following chart summarizes results of Specific Checks:

L result =T#through (T#-tens digit) +I
M result = tens digit through (T# t 2) + 1
H
result = T#t 2 through tens digit + I
C result = I through tens digit

And on top of that, the target numbers are variable to begin with. So you don't just go "you have to pass a check at minus 20", but "you have to pass a check at minus 20 and then get higher than an 8th of the tens digit plus a 4th of the twelves digit and fuck is this math really easier than just going HEY THE BETTER YOU ROLL THE MORE INFORMATION YOU GET OUT OF LITTLE SALLY ABOUT THE BAD DOLL THAT TRIED TO STEAL HER HAIR, JUST GM IT YOU FUCK"


-Oh and why is it bad to have the ability scores on the same 0-100 scale as the skills in this here modern skillheavy system?

"Using The Skill List:
The CM must be familiar with the following list of (like 80) skills to prevent players from using simple Ability Checks to allow their characters to perform actions that require skills"

So while yes, it is as crunchily satisfactory as a Snickers to have your Martial Arts score actually related to your Strength and Stamina scores (unlike in CoC)--actually getting all that math to work together is harder than it might seem. Either character generation is long and mathy (Runequest), skills are always higher than associated ability scores and quickly reach superhuman (any "+1" system), or some other weirdness. Skill-based systems claw at the soul.

-The lack of a straight-up Intelligence stat makes the ability-derived skill system a little wonky, too, like your Art Criticism skill is derived from Perception and Willpower. Though, honestly, having done a bit of it I can see that: must...look at..terrible...Felix...Gonzalez...Torres...sculpture before..deadli...zzzzzzzz.

-Almost every skill has a special spell-like mechanic attached to it. The bowfire rates are under the bow skill, f'rinstance. Explosives have an even-odd result on top of the degrees-of-success result. Okay, I like that one.

-So anyway point is clunky.

-The scariness advice in the GM section is excellent, though. Every Halloween somebody asks me how to write a scary adventure, it's all here: Isolation. Mystery. Reversal. Tease. Fuck with sensory information. Unexpected sound effects.

-(Well almost all, here's another tip: Find an emotion adjacent to fear--dislike, anxiety, disgust, confusion, etc.--and worm your way in from there.)

-Interesting/surprising highlights in the (basically unarguably classy and extraordinarily tasteful and loaded with stuff like Dracula and Rosemary's Baby) recommended reading/viewing section include:

WILLIAM GIBSON (?)
ANY UNIVERSITY ABNORMAL PSYCHOLOGY TEXT
BLUE VELVET
ERASERHEAD
THE HUNGER
Brazil
Doom Patrol (and the rest of the DC Vertigo line--so maybe this was just because Mayfair was also publishing the DC Heroes RPG)
Grendel (the comic book)
Blood (Epic Comocs)
Creatures on the Loose (Marvel Comics)(notable to me because I have never heard of this comic. You know how I often I go "I have never heard of this comic?" Not often.)

Not Present for Predictable But Still Kinda Funny Reasons:

H.P. Lovecraft

-But are the monsters good? Yes, here's the Mean Old Neighbor Lady:

If the child escapes and returns home, he finds to his terror that his parents do not recognize him and return him gladly to the neighbor lady who comes asking about her “nephew who’s visiting from out of town.” “I’ve been worried about the little tyke,” the creature explains, “because of that wild imagination.”

The creature keeps the child in the darkness of the cellar, taunting him with playthings that “you can’t play with because you’re bad,” starving the child, and threatening to send the dog down into the cellar if the child cries or makes any noise. The child’s Willpower sinks from fear and hunger, until at the equinox (mid-March or mid-September), the neighbor ladv completes it wicked act by using the Minion Discipline: the child becomes a gamin, and is released to wander into nearby homes, where it begins its evil game of “murder.”

AaaaaaH!!

-..1)Although the creature does not suffer normal

physical damage, it does take wounds from eggs
used as thrown missiles.

Nice.

-And then there's Puppet People: made of wood, with a thin covering of flesh and they always hunt in pairs "The origin of these perverse creatures remains a mystery; all that is known for sure is that they are nasty and incredibly ignorant."

-And, of course Werejaguars. What a wonderful word. Werejaguar.

-CoC is a horror game and Chill is a horror game and any game can be played in any way but the basic form of conflict suggested in both the rules and modules for purist Cthulhu is: investigate investigate be confused investigate MEETTERRORYOU'REINSIGNIFCANTGoINSANeDIE. Whereas Chill 2e--while not as Universal Horror as the first edition, is much more cinematic than Cthulhu. It is about the PCs. They can win. They are interesting and maybe psychic. But then so are the monsters. It's a dance. It's more of Silence of the Lambs thing, more of a back-and-forth...

When I think about making a D&D character I think about a bundle of stats who will one day turn into guy I am going to have to learn to like, when I think about making a CoC character I think of someone who would be fun to see go crazy, when I think about making a Chill PC I think about how this guy is my fucking vampire hunter in my vampire hunter movie.

-(One could posit that the White Wolf products push even further in the DC-to-Marvel scale into it's-all-about-you-and-how-very-interesting-you-are-and-the-world-is-dull.)

-If I was going to play a Chilly game today here is what I would do: use the CoC system, throw in The Art (Chill's psionic-PC powers) (just let people pick or roll randomly for 1-2 powers) and call it done. The rest is just writing the scenarios. "Your car breaks down on an abandoned stretch of road"

Thursday, August 11, 2011

Small Group/Big Party

Short Version of This Post:

Two-player-1-GM games usually feel suboptimal but if both players are in control of multiple PCs, it's really fun. So if you;ve never done it, I hereby recommend trying it next time you've only got 2 players.

Long Version of This Post:

It's odd: you can play Monopoly with 3 players and it feels like you're really playing, you can play chess or 40K with two people and it's feels fine, but somehow playing an RPG with just one DM and two players always seems a little too quiet to me.

I've had many fun games with two players (including, most recently, an unfortunate but diverting episode involving Ghost Monkeys & Draculasers courtesy of Ben A and Forrest H ), but in general I would always take a third player if offered one.

So's: Last night/this morning Arcadayn ran two of us through a beta version of Goodman Games' new Dungeon Crawl Classics game.

If you haven't heard, a distinctive feature of this PostRetroClone is the "adventure funnel"--each player starts with 2-4 zero-level classless schlubs with naught but stats, a few cp worth of items, a randomly rolled profession, no armor, and second-rate weapons. These luckless citizens then are run through an adventure, some of them probably die, and then each player turns one or more of his or her surviving schmucks into a "real" PC with a class and everything in time for the next adventure.

My take on this whole idea is it seems pretty fun if you've got time to do that. It might be kind of a pain if your first session has like 8 players in it.

My most powerful impression from this session, though, was that for a two-player game multiple PCs seemed like an ideal and well-thought-out idea and just Goldilocks right.

We each took 4 bare-bones Joneses with names and jobs and took turns deciding whose guy would open the next door. Having 4 PCs, you start out thinking one or two of them (the ones with the especially average stats) are kind of expendable, but after a while you begin to like them all. Like: Oh, hey, this guy has a +1 to dex, maybe he'll climb up the statue.... And then hey, Mr 13 Dex is now a local hero at the table for ten minutes.

You use your guys like a skirmish wargame, but the density of interaction is enough that, even in a one-shot, they begin to develop identities and quirks and specialties. Maybe it was just the quality of my fellow dungeoneer, but the complexity of possibilities you generally feel in an 'ordinary' game was there--it felt like we were playing a "full" game the way it was meant to be played--as if 2-player D&D were as natural as 2-player ping pong.

It wasn't like having henchmen or hirelings either--who, at least for me, usually just feel like light-entertainment at best or a pain in the ass to keep track of at worst. These guys were totally "ours"--unike hirelings, making them open the spooky skull-head door was not automatically a sign of contempt.

So, anyway: whether or not I'm using DCC or the "funnel", next time I can only rustle up two players, I'm gonna have them bring along some extra PCs and see how it goes.

Thursday, June 23, 2011

Glitterspace Robots, Mad Strategy and Reptile Theater

This is just a post about cool things made by people who aren't me:

Appetizer: Lucifer from the original Battlestar Galactica.

Now if you're thinking: oh why don't more things partake in the same delirious bad trip low-fi space-fantasy aesthetic, then check this:
The Outer Space Men
That link has some very interesting notes form the designer on how these things came about, plus other goodies like sketches and space-ships and toy-design history.

Click to enlarge awesomeness of packaging.

Last night I spent hours playing and then more hours at a bar talking about a game that is in the late beta stage called Lyssan. Here are some bits of it...
It's one of those hobby boardgames derived from German things like Settlers of Catan and the one with the wood and the wheat and all that--only not retarded. It's immensely complicated in a good way. It's like Risk for competitive brainiacs (like Small World? Kinda like that but with a gazillion more shoots and ladders). And it has all kinds of cool random mechanics so every game comes up different and clever. If you're into internecine politics, Rube Goldberg strategies and hexcrawl-domination and have 2 or 3 friends who think they're smarter than you I really recommend it.

The designer's running a Kickstarter campaign for it. And since I like it a lot (it's one of those games you lose and instantly want to play again) I hereby am recommending it to you and suggest you check it out and put the full weight of whatever my recommendingness carries with you behind it.

And last up here is a neat location for the Hack Vornheim contest entry courtesy of Dan Voyce who doesn't have his own blog so I am posting it here.

It's a little more "Monsters Everywhere" than I would personally use for a business on the street in Vornheim itself, but it's an interesting place. I could see it fitting nicely in the Vault of the Drow.
______
THE THEATRE AMPHISBAENA

By Dan Voyce

The Theatre Amphisbaena is Vornheim’s most popular venue for reptile opera and outrageous stage shows – thanks mainly to a cadre of reptile men who somehow got the Regent’s blessing to live in the city. A carefully crafted aura of stylish danger pervades the place, only adding to its mystique. The stylish go there just to be seen, the elite use it as neutral ground and for scheming in the shadowed balconies. Countless strands of intrigue, destiny, and chance tangle here: There’s never just one thing going on.

Place it randomly on the Vornheim map. Scandals sometimes force the theatre to close and reopen elsewhere, so you can always move it later. The Amphisbaena prefers tawdry districts amidst taverns, bordellos, and drug dens. Even if the area wasn’t like this when the theatre arrived, within 2d6 weeks it has become so.

There are half a dozen reptile men based at the Amphisbaena (at least officially) plus medusas, nagas and other ophidian things. The remaining entertainers are a mix of commonplace and exotic races.

RANDOM EVENTS & COMPLICATIONS (1d20)
• PC mistaken for missing actor
• 1d6 thieves at work
• Old enemy takes seat next to a PC
• Master of Revels and his cronies burst in to shut the theatre down.
• Interesting meeting tonight… (Roll 1d8 twice to see who’s involved: 1 –villain PCs have met before; 2 –one of the party’s favourite contacts; 3 –random aristocrat; 4 –Eshrigel, 5 –One of Zorlac’s librarians; 6 –church dignitary; 7 –Duke Regent; 8 –random powerful monster)
• Band of drunken young nobles looking for trouble
• Satireveritas escapes
• Public accusation against PCs, resolved with Trial by Drama (Vornheim, p59)
• Fanatics attempt to bring “monstrous reptile men” to justice
• Tonight’s work has been banned but they’re doing it anyway (roll 1d4: 1 –Lampoons nobility, 2 –historical controversy, 3 –religious heresy, 4 –contains demonic ritual).
• Wronged citizen looking for reckoning with the reptile men (roll 1d6: 1 –weeping widow, 2 –cuckolded husband; 3 –blackmailed aristocrat; 4 –outraged priest; 5 –angry adventurers; 6 –someone influential [see option 5])
• One of the mimics has escaped into the cellarage. Well, hopefully it’s still in the cellarage. Could you subdue it for us?
• PCs spot a stage prop is really a dangerous magical item
• PC spots an Eye of Fate scurrying under nearby seat (Vornheim, p9)
• One of the foyer strumpets is a vampire
• Tonight’s show contains a random superstition or fate that afflicts many in the audience
• Random aristocrat woos the party, hoping to become their patron
• Ghosts are everywhere tonight
• Lost in the theatre is a snake whose skin holds a secret
• Tonight’s performance casts a random magical effect on the audience (Vornheim, p62)

LOCATIONS
The interior map may change (generate randomly, as per the citycrawl rules) but décor and basic features remain the same.

Portico
Giant bronze torches flank the entrance, hissing and spluttering. Playbills pasted on the walls advertise what’s coming soon. Carriages clog the street come show time, disgorging a steady stream of guildsmen and aristocrats. Pimps and prostitutes are plentiful, alongside gawpers hoping to see something scandalous.

Foyer
This room is decorated with statues, men and women supposedly turned to stone by the resident medusas. Scantily-clad servants patrol with trays of drinks and sweetmeats (many will dally with visitors in a back room for the right price). Occasionally a reptile man or other notable mingles with arriving crowds to cause a stir.

A giant amphisbaena greets guests from a gilded cage, twin heads bantering suavely sibilant evil with a voice like wasp stings in honey. Their palindromic name is Satireveritas and they adore gossip and scandal – learning it, spreading it, instigating it. The serpent’s other priorities are general mischief and the seduction of beautiful women. Its not unpleasant musk pervades the room.

The theatre’s prices vary a lot depending on the night’s performance and the salaciousness of recent scandals:

TYPICAL PRICES
Food and Drink: 1d4 times usual price
Fumble in a back room: ‘Gift’ worth 3d10gp
Seating (Poor): 2d6gp
Seating (Average): 2d10+10gp
Seating (Private Balcony): 1d10x10+50gp

Stage
A three storey amphitheatre with room for a thousand spectators. Golden ambigrams pattern red walls hung with violent and risqué scenes from famous plays. Private balconies ring the upper levels.

ON STAGE: DAYTIME (1d10)
• Piles of scenery and props
• Rehearsals
• Trial by Drama
• Open call for new talent
• Special effects testing (pyrotechnics, trapdoors, wirework, etc)
• Director haranguing overworked cast
• Playwright surrounded by half-finished scripts
• Auditions
• Mimic training (see cellarage)
• Deserted

ON STAGE: SHOWTIME!

There’s a 50% chance that tonight’s performance is Reptile Opera, the six most popular are currently:

• The Gods Against The Fools.
• The Hierophant and the Harlot’s Chorus
• The Paladin of Pentacles and the Queen of Wands
• The King and the Hanged Man
• The Hero with a Thousand Faces
• The Wise Man’s Journey To Hell

Otherwise roll 1d20 to see what’s on. Not every show is performed by reptile men, but they oversee everything:

• Trial by Drama
• Human Play (roll 1d6 twice and combine: 1–Comedy, 2—Epic, 3—Fairytale, 4—Historical, 5–Morality Tale, 6 – Religious Drama)
• Sex Show
• Bloodsoaked tragic saga of the Nornrik elves
• ‘Vornheim’s Got Talent’ (anyone can take the stage)
• Gross out physical humour inspired by the goblins of Gaxen Kane
• Two noblemen fighting a duel to the death
• Flagellants performing ritual torture on each other
• Public surgery (vivisection, operation, dissection, display)
• Castrato choir
• Unauthorised adaption of one of the party’s previous adventures
• Snake charmers/dancers
• Naga oracle revealing fates and prophecies
• Medium or necromancer communing with the dead
• Medusa dancer-courtesans
• Snow- leopard people dance troupe
• Frenetic religious drummers
• Rhapsodies of the distant south
• Freakshow/caged monsters
• Storytelling illusionist

Backstage
Sprawling over several floors are dressing rooms and storage cupboards; kitchens, living quarters and rooms for discreet assignations. Beyond this (behind various secret doors) is the domain of the reptile men: A snake-guarded, lightless maze of windowless rooms containing demonic pentacles, portals to jungle ziggurats, Cthulhoid angles, bottomless oubliettes …. Basically whatever villainy or plot the DM wants.

Cellarage
Open plan cellar packed with disused props: A labyrinth of paste crowns, sceptres and thrones; fake swords, banners, rocks and trees; collapsible tables, four-poster beds, and hundreds of colourful costumes. Trapdoors and mechanisms allow quick access to and from the stage above.

Further below are snake breeding pits, pens for a number of domesticated mimics that the reptile men use as guards, spies, and living props, and a very well guarded albino hydra whose regenerating flesh provides a never-ending supply of operas.

RANDOM THEATRE NPCS (1d20)

NAME
PROFESSION
SECRETS & PLOTS
1
Cirac Papandreou
Suave and creepy reptile man. Unflappable. Masterful performer.
Coolly juggling the blackmail of 1d100 local aristocrats. Would you like a favour?
2
Jasna Prada
Megalomaniac Prima Donna never without a coterie of admirers, toadies, hangers on and other parasites.
Terrified of reptile men but wishes to undermine them “for the good of humanity”
3
Kamen Zlověstni
Human opera singer with a stylised serpent’s face tattooed over his own.
Devotee of reptile opera, seeking to transform himself into a reptile man.
4
Kasper Meguro
Brilliant but eccentric method actor. Insists on staying in character at all times.
Secretly a doppelganger/shapeshifter. Real one is kept locked away.
5
Coburn Palookas
Blustering but friendly old thespian (hammier than a butcher’s shop).
Waiting patiently for the Man With The Jewelled Violet Eye… then revenge at last!
6
Seamus Zelazny
Special effects expert. Master of flash powder, stage magic, alchemical lighting etc.
Moonlights as a gigolo/courtesan. Is in over their head with 1d6 psychotic aristocrats
7
Goth Zocchi
Sinister harlequin. Speaks of himself in the third person.
Genie in human guise. Instigates and advances Chaos in all its forms.
8
Ophelia Sweet
Precocious singer and dancer/acrobat.
Kleptomaniac, addicted to the adrenalin rush. Moonlights as a daring thief.
9
Goshen Mernik
Irascible bombastic womanising high-functioning alcoholic. Flawless on stage.
Looking for an opportunity to go out in a blaze of glory.
10
Violet Pavane
Musician.
Secretly untalented, uses magic to hide it. Always wants more.
11
Mullen Poag
Stagehand/Roustabout
Agent of rival theatre here to spy and sabotage.
12
Cena Batista
Snake dancer/handler
Locked in bafflingly esoteric bloodless duel with rival reptile man.
13
Abner Dysart
Bit Part Actor.
Blackmailed by the Master of Revels, looking for evidence to get the theatre shut down.
14
Zampanò
Disturbingly intense child prodigy.
Being stalked by obsessive noble.
15
Unger Zdunich
Gothic necromancer.
Has a cursed item they’re desperate to be rid of.
16
Simon Sevenarms
Juggler/acrobat. Magically created multi-armed half man, half spider monkey.
Totally insane in private. Wants to release the theatre’s hydra.
17
Pulchus Grome
Larger than life ogre tenor.
Shortly to be killed and used by The Chain (Vornheim, p8). Roll 1d3: Target is… 1) in audience, 2) in cast, 3) the PCs.
18
Aulis Iago
Magician. Knows genuine magic but pretends its all stagecraft and misdirection.
Fallen into the clutches of local witches (Vornheim, p8). Being forced to do terrible things for their amusement.
19
Sanguine Sekushi
Elegant medusa dancer-courtesan.
Planning to launch challenge for control of the theatre during its next opera.
20
Jagga Tupu
Naga oracle.
Demons occasionally torment her dreams until she commits a wicked act.

Monday, May 23, 2011

More Dark Heresy Starbox Notes

-There's a lot of things to keep track of in the middle of a fight in Dark Heresy--fatigue points, different armor on different body parts, et cetera, plus if it's something grotesque you've got fear and corruption points going on. Could use some counters/visual aids for this shit.

-Combat so far is slow and crunchy but still less tactical than Rolemaster or Type IV (or even, in a weird way, arguably, older D&D). There's generally only one or two good ideas about what to do, (generally: shoot the guy) however the armor system, "layered" damage effect created by the crits, and fate points gives getting hit a satisfying level of detail about what gets done to you. Every PC feels like Wolverine--you keep coming back from getting your ass kicked full of complex damage to deliver some final blow. It's effective for creating a specific genre of combat.

-...however, if both sides are fatigued or otherwise anti-buffed, combat seems like it'd just turn stupid-slow (you-miss-I-miss-you-miss-I-miss), so-- first conscious hack: if both sides are at -10 to everything, they cancel out for purposes of fucking each other up.

-Mandy likes the combat system more than Viv, probably because:

a) Mandy is more experienced and more Old School so is used to dying and avoiding combat
b) Mandy rolled better than Viv this session, or
c) both

Though, to be fair, hormonally-speaking, Viv was in no kinda mood to sneak around last night.

-Too many environmental things in the combat system are expressed as simple plusses and minuses. Feels like there should be some more "lateral" ways to hurt opponents, use equipment, etc.

-I'd like to find a way to trade penalties for some kind of situation-altering disadvantage. Like, ok, you take less damage but you end up 20 feet away or dropping your weapon--something like that. If the system is going to give you all that combat detail, I want a way to translate the detail from the combat system from just arithmetic into situational complexity.

-Related idea: anything done on the GM's part to make the firefights more weird (gravity-distortion glove, device that divides zapped foes into 2 midget foes, etc.) is effort well spent since otherwise it's just: "Hey, slug it out--roll, roll, roll, roll".

-1d5? Really? Fuck.

-The rulebook is poorly organized and has way too much fucking padding. Though there is some of the old Games Workshop black magic and blacker humor buried under all those sanitarium walls.

-I confess to honestly needing fucking help dealing with the gun fetishism going on here. In order to play this game as it was meant to be played you need to care way more about remembering the differences between guns than I ever will. This all makes perfect sense when playing wargame 40k because you'll know your units and their weapons (and their weapons are largely the only thing you use to tell them apart), but in an RPG it effectively means every foe has a magic weapon with special dice properties to memorize. Some rules I just discovered 3 seconds ago: Las carbines can shoot twice per round, pistol weapons can be shot in melee (a la original WH40k so I guess I should've realized), flamers automatically hit but people in their path need to make an agility test, you can be "pinned" by attack fire and have to make a willpower test to get past it. Fuck that last one, I'm ignoring it. Is there any disadvantage to firing on full auto besides chewing up ammo faster? Can't figure it out...

-Rulebook designwise I think they should've gone for a "complete description of every rule about a given weapon in a little box" system rather than a 3.5-style "each weapon fits arguably into 900 different categories and the categories are described somewhere other than where the info on the gun itself is described and the place where the gun is described has actually nothing other than a paragraph of gunfluff in it so really just look at the tables which are spread over about like 30 pages interspersed with crap about hailing the god-emperor".

-The Random Spacemonster Generator ably served doubly duty as a what's-this-plant-in-the-lobby table, just replace the last d6 table with things like -dendron or -rose.

-The instadungeon served pretty well as a Gigastructure level generator, though I should make a full-on sci-fi version, it'd probably take less than an hour. Though I should also probably write some proper dungeon for that area, too.

-The magic effect table from Vornheim did ok as a random chaotech grenade generator, though if I'm gonna keep doing that I'll need to write a sci-fi hack since half the things on the original are too fairy-taley for space.

-The techroom and Kirbyweapon generators worked absolutely ace.

-As far as setting hacks: there's an empress instead of an emperor, I am assuming the PCs are lost in the White Sun Sector, and the rest is Yet To Be Discovered.

_____

-Oh yeah: Mandy reminded me to tell you they named their ship The Absolution which I thought was pretty 40k of them. Mandy's idea and I think Viv went along with it on grounds of Depeche Mode.

Thursday, March 24, 2011

F--king hydra.

These are my hydras. They are crawling on some homemade terrain during a game of anarchist Warhammer 40k. Yes the spraypaint is terrain.
Here is the thing you maybe can't see very well about my hydras in the pictures: they suck.

Why? Because every round they regenerate on a 5 or 6. Or allegedly they do. Though Viv had one and I had one and they were the last foes to die in this game, they did not roll a 5 or 6 on a d6 once in the whole goddamn game.
Fuck you hydras. Fuck your 5-headed scenery-climbing asses. You are losers.

Ever have a nemesis? I have a nemesis. His name is Cameraman Darren. To kill time while we wait around Hollywood for Hollywood people with Hollywood problems we play games.

Sometimes he wins, sometimes I win, and this is all tolerable and all in good fun when it is a battle of wits--as it often is. It is good to have a Karpov. But sometimes he just wins by fucking raw luck. And when this happens it's infuriating.
It's infuriating because just because he won by pure luck and knows he won by pure luck it doesn't stop him from saying smug things like "Well part of my strategy was to win by sheer good luck."
I suck at rolling dice, pretty much. When I'm DMing this is a pretty decent talent on accounta it allows me to set up seemingly unwinnable tension-crank situations and then say like "Ok, you all die if I roll better than a 2" and then I don't. Which is fun. It spreads a feeling of warmth and peace to know god hates you but is powerless to do anything about it. But when I'm playing? fuck that.
So in this like 3way Warhammer game versus me and Viv I'm thinking "Well my dice suck, but Viv's dice don't suck, so Cameraman Darren's natural favored-by-Jesus status means nothing..."
But no. Round One: I lose a Marine to Viv on account of the random scenery distribution puts my guy at a natural 2-to-1 disadvantage and initiative puts him last on account of I'm a gentleman and am like "Viv's never played before, she can go before me". Round 2: I lose a Terminator (who cannot shoot straight) to Darren, leaving me with just a hydra. Meanwhile Darren takes out Viv's witch and tyranid in one (followfire) shot, leaving her with one hydra.

This leaves Dr Smug with all his guys and me and Viv with one hydra each. And then they just wallow in the gunsights, taking a ridiculously long time to chew up the cannon fodder and not regenerating for like an hour and a half. Fuck you hydras. Fucking hydras.

Now Cameraman Darren alleges his catastrophe-spike goes both ways. He claims he accidentally blew up a city in R0lemaster rolling a negative 300+ anticrit. But whatever. I haven't seen it.

And I wish I could bask in the comfort of all your comments about such holes as you think there are in the 40k system, but, no, this is homemade version and I pretty much rebuilt the whole thing form the chassis up. It was not Games Workshop's fault: it was all down to the dice, and the dice were determined to dispense ignominious death. Fate, I despitheth thee...

Fucking guy...someday...

Monday, March 14, 2011

Ahh, The Contemplative Calm of Character Generation...

Cleaning.

Found part of Viv's character sheet from when we played Dread.
In Dread you generate characters via a personalized questionnaire from the GM.

Charming girl, Viv...

Tuesday, March 8, 2011

The Girls Got Up Early This Morning...

...and left Drax the Destroyer (a half-blind westhighland/ragmop mix, hideous to the eye) whimpering and moaning for Mandy. Making it difficult to sleep.

So I tried to bore myself to sleep by reading blogs about games I don't play and never will. Obviously I was unsuccessful. However, Mandy and Viv will be delighted to hear (On account of its International Woman's Day) I found another game they're gonna want to try...

The game's called TERA. Like Tera Patrick. Remind me to tell you some Tera Patrick stories sometime.

Real post later. Fuck I have to get to sleep. Got an interview at 1 and stuff to write.

Also, in addition to being International Woman's Day, it's British Pie Week, did you know that? Look it up. Shepherd's pie today. Gotta sleep. Delirious.

Saturday, February 26, 2011

Another One Of Those Posts With Lots Of Notes On Things

-Despite the fact that they require looking numbers and letters up on gigantic charts, fights in Rolemaster feel somehow more like fights in real life than fights in any game (including video games) I've ever played (feel like I've already said this on this blog--maybe I have?). You can prepare and slide the odds in your favor, but when the time comes, you just do something, hope it works, and then, next thing you know, you're on the ground or with one arm tied behind your back and you do something else, and cross your fingers again, and a few seconds later you're just glad you aren't dead. In D&D you seldom get that roll -wince- -wince- -wince- -sigh- effect.

-More on our Rolemaster games when I get a minute. Busy doing the cover for Vornheim.

-Ever seen that game Rune Wars on a shelf in your FLGS? My friend bought it. Cost him 100 Bucks. That box is the size of a small suitcase and is, no kidding, 90% air. The whole thing could actually fit in a Monopoly box. They just made it that big so you'd think it was worth 100 bucks. Is it? Don't know, didn't play. It literally took him so long to unpack all the (tiny) pieces that me and another friend played 2 games of Citadels while we waited (fun game, by the way) and by the time he was done we were too tired to do anything else.

-Why is Willow such an under-appreciated movie? Ok, we can all name like 90 reasons it's under-appreciated. But it was the first western movie with kick-ass kung-fu-style swordfights and for that I was, as a lad, grateful.

-I cannot remember what gameblog tipped me off about the (very poorly named) Kabod, but since it looks like this:





I am 100% certain Mandy, Satine (bing!), and possibly Viv (addendum: bing!) will become obsessed with it & play it day and night for months on end, so thanks, whoever that was.

Saturday, February 19, 2011

Too Funny For Hippie Games

So our pal came back for a visit after moving to the Bay Area.

Now there is only one reason to move from Southern California to Northern California: to become more of a hippie.*

Sure enough, he arrived on our doorstep last night with a feather in his hair and indie games in his pocket (it is unclear as to whether or not he had a song in his heart).
__________

But he is a good egg, and we are--as all good-hearted people know--good sports, so his games we did play.

Dread, the horror RPG where you use Jenga blocks instead of dice, was the main event, and the most interesting. The setting was an Ali Baba 40 Thieves thing. It quickly degenerated into backstabbing and, therefore, quickly degenerated into Jenga.

We were actually all cool with this and had a good time except Mandy kept saying that when she died she would just listen to 50 cent/Nine Inch Nails mash-ups on youtube**, which gave me, despite the set-up, more incentive than you could possibly imagine to keep her PC alive.

Observation 1:

Despite being, once the game starts, rules-lite, Dread is highly GM-prep-level dependent. The GM designs, or helps the PCs to design, motivations and goals for their characters. Carefully planned, the game can totally not just turn into Jenga and the disintegrating block-tower is a simple counterpoint to the action, like ominous theme music, however if the challenge is too straightforward, the best Jengists will survive and that's that.

Observation 2:

Gyorgy Ligeti goes with Dread like cheese goes with burger, especially when pulling blocks.

Observation 3:

This game is fucking fun. If every Dread GM had the same amount of practice, experience and received wisdom behind them for their game as the average adult D&D GM does, everyone would know this game rocked. Only problem is is it's very one-shotty, so you are putting all that thought and effort into something that'll probably last one night rather than a campaign. But then, many of the best things in life are about putting a lot of thought and effort into something that'll probably last one night.

Observation 4:

Hosts/GMs: Give thought to what people will do, socially, once dead. Otherwise you may have to hear 50 cent/Nine Inch Nails mash-ups.

Observation 5:

The character-sheet-created-by-individualized questionnaire thing rocks. Especially for a one-shot. I recommend porting it, though, like all things in Dread, it is highly GM-prep-quality-dependent.
___

After Dread it was either Chaos In The Old World or S/Lay With Me and since playing any boardgame with Cameraman Darren requires being seriously hardcore about the crunch and because the ladies love Conan, we went for S/Lay With Me--a Ron Edwards game.

It's like: you quickly describe a character for you to play, and (maybe secretly) invent a Lover and a Monster for them to interact with. Each person sort of DMs the person to his/her left. There are some super-light mechanics that basically are just there to make sure the story actually moves toward the monster. So it's basically a lot of just improvising shit.

Observations and theories (based, admittedly, on playing this game once):

-One-shot games of exotic fantasy can be difficult to concentrate on if the actual events proximate to the game constitute a more exotic fantasy than the events imagined in the game. To wit, last night, talk of one participant's tremendous and impending breast enlargement, a female friend's tremendous and impending plan to, with 4 other young women, go to a bar, find a single suitable, strange cute boy, and have a fivesome with him, and the recent discovery of an unexpected clove of garlic in a vagina on film. (This is not the game's fault.)

-One-shot games of exotic fantasy with shared narration can be difficult if everybody at the table has a sense of humor. (This is somewhat the game's fault.)

-The subjective quality of an indie game vis-a-fucking-vis casa DNDWPS may be directly proportional to the quality of its name. S/Lay With Me? Really? Dogs In The Vineyard is definitely the third worst name I've ever heard for anything. (Worst: Porn movie called Shades of Romona, second worst: metal band called Several). Dread is a perfect name.

This doesn't seem apply to traditional RPGs: Rolemaster is a thoroughly uninspiring name, as is Traveller.

-Contrary to the occasional New School claim to the contrary, being the DM is not universally regarded as a privilege.

-I think D&D works like this: the rules, setting, and DM are relatively serious (or at least intense) so you--the player--don't have to be. You can be drunk and play the goofiest half-troll half-gnome bard in the world and the game will keep chugging along and being a game full of twists and challenges and unexpected delights for all (including the drunk gnome) because it's pre-loaded with serious business. Unless pretty much everyone playing S/Lay With Me is earnest about playing S/Lay With Me, the game will crumble. If they're not, they might still have fun, but it doesn't seem like a lot more fun than if the same funny people were just riding around in a car bullshitting about what the next Conan movie would be like if they got to direct it.
_____


Anyway, all fine and good to fuck around, but we're itching for the next Rolemaster session.

_____
*Wait, you might be saying, what if you just want to drop out of the hyper-competitive amphetamized LA environment and just chill out while not having to listen to shit about how your tattoos are marks of Satan (like that's a bad thing) or blind conformity to...(whatever the hell East Cast people on their Blackberries are on about)? Well then you move to Portland. Duh. Or, if you like interesting weather, New Orleans. This has been a public service announcement.

**Boys: rolling with strippers does have a downside. That was also a public service announcement.

Monday, January 31, 2011

Secret Wars Marathon

Ahh, has there ever been a comic finer than Secret Wars? Ok, so yeah, there has. Many times.

But I will maintain that there has never been a finer idea for a comic than Secret Wars. In the Speak, Memory-esque words of its creator:

"Fans, especially young fans often suggested to me 'one big story with all the heroes and all the villains in it', so I proposed that. It flew."

That, my friends, is what democracy is all about. Any political system which results in The Lizard playing pattycake with Klaw, Mad Master of sound, is clearly the finest on All Possible Infinite Earths. Aaaanyway...

Relevant point for this particular here blog is that Secret Wars was indeed popular and so got very efficiently turned into an adventure by TSR in short order and this adventure is actually kind of good. (If you don't believe me, you can take a look at it and nearly everything else ever created officially or otherwise for the old Marvel FASERIP system here.)


It's actually not surprising that Secret Wars survived the transition from comic to adventure intact since the plot pretty much could've been one of those framing paragraphs you see in ads for con wargames "A spastastically powerful and poorly dressed god has teleported a ton of A-list villains and heroes to a planet full of random trouble and forced them to do battle. There are some bases for each side to hide out in and, also, Galactus." Or, as finer minds than mine might put it: : "ON THE PLANET ARE VILLAINS, FIGHT!"

The adventure, like the FASERIP system itself, is elegant as fuck: an opening exposition spiel (roughly the same one the heroes from a disembodied voice in the comic), a map of part of the planet (a hexmap, even) and maps of some bases, a timeline of what the villains will do if left unmolested, and a handful of random possible other events to be rolled at regular intervals...and reams of superhuman stats--natch.

Now I could probably write a whole blog entry about how this is a great Archetypal Old School Adventure Format that should be in every publisher's arsenal right next to the Site-Based Adventure and that it could readily be used for any kind of war story or megacrossover emulator and that if you just substitute, say, the Wilderlands of High Fantasy for battleworld you've got a whole factional-warfare-plus-sandbox railroad-free campaign right there but that's not where I'm going with this today.

Where I'm going is: we're definitely playing this. I have never ever ever run anything where people play characters other than ones they themselves have created, but the monopoly-with-squatters-effect possibilities of seeing McCormick play The Mighty Thor is just too fucking good to pass up.

The emails have gone out, and it's on the calendar. So far The Thing, The Hulk, Spider-Man, Thor, Captain America, Nightcrawler, Rogue, and Storm have all written back and I'm waiting for a handful more.

I have scheduled it several months in advance, to be sure everyone has the entire weekend clear. Another nice thing about scheduling it for late spring is: I have several months to think of how to make it more fucked up and complicated.

So: suggestions?

Have you read this comic?* Have you played this module? (Big Fella, Barking Alien and Delta I am looking at you.)

Things I am currently considering:

-Adding random tables for found Kirbytech and room features (convenient water pipes, electrical lines, etc.) (maybe could be repurposed for Gigacrawler, too.)
-Fucking with the Hulk at intervals, Peter David style.
-Making Kang do some stupid time-warp tricks.
-Having my Mac do Ultron's voice for me.
-Giving battleworld slightly more personality.
-Going nuts with the over-the-top karma-awards for hamming-it-up a-la whoever you're playing. Like if you're the Thing and manage to say "Whatta revoltin' development", hey, 5 Karma points there, young sportsman!
-Along the same lines, since "... only FOURTEEN sentences of dialogue in the entirety of the Secret Wars series ended with a period. Every other sentence ended with either a question mark or an exclamation point!!"...Karma points will be subtracted for every time a PC says something in character that is NOT confused or excited!!!??!!
-Adding MODOK

And, hey, if it all goes well, I may run it at a con.







______
*If not, you should. It is divine nectar from the comic book gods.

Saturday, January 29, 2011

Saturday Night, Bruised Ribs, Gameblogging

-Read Dread yesterday, the horror RPG where you use Jenga blocks instead of dice. Looks good for a one-shot. Others have also commented on how you might use the Jenga mechanic for Cthulhu or other games.

What I'm wondering is: would it be worth it to build the system out so it has a little more crunch? Possibility: like build a skill system where if you're good at something it requires you to pull one block off the tower to do it, but if you're bad it requires like 5 pulls. Ability scores generated with a d6 and low is good...or do you just end up with characters that are detailed for no reason since at least one is going to die by the end of the night anyway?

(For the uninitiated, knocking over the tower means you die, so more pulls=more danger.)

-Has anyone ever made a setting based on 2112?

I lie awake, staring out at the bleakness of Megadon. City and sky become one, merging
Into a single plane, a vast sea of unbroken grey. The Twin Moons, just two pale orbs as
They trace their way across the steely sky.


If not, why not? Get on that shit. I would play a cleric of Syrinx.

Oh wait, looks like some Randroid kinda did...

-sigh- Yes, I know, without Ayn Rand we wouldn't have Rush. And without Andy Warhol we wouldn't have the Velvet Underground. But then the question is would I trade Rush away if we could have the economy back? I should probably move on before Alan Greenspan gets dragged into this and I really get angry. Isn't this blog supposed to be about D&D?

-Yesterday Mandy ran another game. We fought a thought eater which is an ethereal skeleton platypus. We ran away from it because it was immune to all of our weapons and spells and was trying to eat our brains. She cackled. Now she is in our room where strangers are paying her to masturbate and I am on the couch in the living room writing about it.

-Marvel's Fantastic Four Supplement has this, if you're having one of those too-lazy-to-generate-your-own-spaceport days...


-Looking at Mayfair's old DC Heroes supplements... Ladies and gentlemen, I now present the least useful diagram in the history of role-playing games, (click to enlarge into full hideousness):

And it's not small, either. It's like most of a page.

No I did not just whip that up in MacPaint in 8 seconds. This is actually in the game. Someone at Mayfair just whipped this up in MacPaint in 8 seconds.

Then they invoiced someone for it.

Then someone paid this person.

Question for any Mayfair employees who may be reading: how many of the people involved in this process were high, and on what? What is the drug that makes you crave boring diagrams? Dudes, avoid the (Elliot R) Brown Acid.*

Or was it a dare?

And does that make it any better?

I mean, it doesn't even have scale indicated, so assuming someone didn't know what a wand was, you'd still..oh fuck it, I have so many better things to do.

-That was so lame I have to find an unimaginably awesome picture just to balance it out...ok...

Why is the Juggernaut of Khorne standing on a stage painted to blend in with a Hawkwind lightshow? Because that was the most awesome of all possible places for it to be standing.






*Speaking of whom....I went over to Elliot R Brown's page and found this...it's a spreadsheet the DC editors used to keep track of a Batman crossover, interesting maybe sort of...

Sunday, January 16, 2011

A Suggestion For Folks Thinking Of Publishing Game Stuff

Here's the ideal for me ("the ideal"--not what I expect or demand, but--hey, we're DIYing this Old School Gaming thing so why not start doing things a different way?)...

Rather than a writer going "Hey, I'm gonna write an adventure about Giant Worms From Space, then once it's done I'll send it to this artist that I think would draw awesome worms and see if I can get him/her to illustrate it."

Maybe try..."Hey I'm gonna write an adventure about Giant Worms from Space. I'm gonna tell this artist who I think would draw awesome worms -right now- and commission him/her to send me a picture of some Giant Worms From Space doing something right now and then maybe I'll get some ideas, and I'll use the picture in the adventure. Then wherever I get with writing on that, I show the artist, and then I'll ask for another picture, and then maybe I'll get some ideas from that, and we'll go back and forth and make an awesome adventure."

All OSR writers are DMs, most artists are, too. If their work seems interesting and it seems like they would be right for your project, it probably means they have ideas about that thing. You can't actually draw a Giant Worm From Space without thinking about one at least a little.

And yeah, that's maybe harder, you have to commission the picture before you're even sure the thing's written, but we should be trying new crazy ways of doing things. For the DIY D&D artists, who--let's face it--are not getting paid a lot, being involved in the project at this level makes it much more fun and exciting, and may make them more willing to get involved and out work in. It's their baby too.

If an artist is working for you, chances are s/he would like to one day hold up whatever s/he makes as a portfolio piece to attract future clients. That means s/he'd really like to do something s/he thinks is interesting and is engaged in.

For further reading on the subject of artists having good ideas to contribute to media involving both words and pictures, see:
Paul Jacquays
Kevin Siembieda
Moebius
Elektra: Assassin
Stan Lee and Jack Kirby

Monday, January 10, 2011

Open Call: Gigacrawler

I'm thinking we could make a whole RPG via Gygaxian Democracy...

Here's how it'll work: I provide the basic setting idea and the basic mechanics--all explained below on this page. That leaves you to worry about the fun stuff:

Setting details (monsters, villains, races, cities)
Spells
Devices
"Alterations" (mutations, adaptations, etc.)
and
Martial arts

Any time you like, you may post a comment adding another spell, mutation, kung fu move, etc. to the game on the appropriate page. These become part of the options available during character creation.

The mechanics are pretty much done but if anybody thinks of any good ideas for changes in the mechanics, I'll definitely consider them. I made no attempt to be original with them, just efficient and solid enough that something totally insane could be built on top of them. Short story: Str, Con, and hit points are one stat, willpower instead of wisdom, agility instead of dexterity.

After a few weeks or months or a year, all this will be collated and put out, probably as a free pdf or just a series of organized webpages. However, it may simply just continue as an ever-evolving, growing RPG where each character created will have been made with a slightly different set of options.

(If, for some reason, the game ever gets turned into a commercial venture--doubtful, but it's a strange world--or makes any money, half of any money I get will be divided among whoever's ideas I decide to keep for the published version, judged according to the proportion of the total non-me-contributor lines of text that they've written that are accepted. Like: if you wrote 30% of the material that I didn't, you'll get 30% of half any revenue.)

Here are the basics, I will post"targeted" pages over the next week where you can post your spells, devices, etc in the comments...

_________
Gigacrawler, a free, crowdsourced sci-fi dungeon-crawl RPG
The big idea of Gigacrawler is that the entire universe is a dungeon. The universe was once like our own, but hyper urbanization and eons of alchemical warfare utilizing chaotech, crystal math and logic mines has, over centuries, filled up almost all known space. The space between planets is now filled with tunnels of stone, glass, metal, and stranger materials.

Every sci-fi and fantasy idea is in the Gigastructure somewhere--parallel universes, time travel, plasma grenades, magic, alchemy, etc. It's all just jammed cheek-by jowl horror-vacuously in with everything else. Resources are always limited. You might find a ruined starship, you might find a dinosaur, you might find a copy of National Geographic.

Or, to put it the way they would in a bloated $25.00 hardcover...
Earth's cities grow.

Imagine they do not stop growing. Imagine an urbanized Earth, building by building building upon building built on mountaintops, K2, Everest, urbanized, with traffic, the frozen antarctic dense with paneled bunkers, canyons filled and then so filled and all around filled so full that the canyon is only a vaguely-understood concept about what is underneath what we know--like the planet's mantle, crust and core, underneath the buildings is rock--what is rock? No-one remembers.

The rusting spires with a geology of their own--forgotten conduits leading to forgotten fuse boxes feeding old bulbs. The fields of architecture and archaelology mesh. Skyscrapers marching over cliffs like tin soldiers, down into the sea under perspex domes and stainless walls and then growing there, and then up and out of it again. 80% of the vast city-planet has quaint, polluted venetian canals connecting the lowest levels, sixty storeys beneath where most people live. It grew.

The Gigastructure became the only place. An extending great place that took up
all of space, almost all of space, all of space except where there were planets, or suns, or class-12 Massive Supraplantary Organisms.

Like this: There is a planet, then cities on it, then the cities grow larger and they do not stop. The whole planet is urbanized. Then the planet's nearest moon is urbanized, then the buildings on the planet and the moon grow taller and mesh upward and more labyrinthine until they connect in a woven spire of exotic steels and nation-sized gravity-mollifying mechanisms, the moon no longer in orbit, merely fixed to its mother by an inhabited corridor.

Then again with each nearby planet, moon, space station, to the Dyson shell of energy-absorbing machines smothering the sun, then all these spaces connected, and then all of the space in between, too, in every direction into a solid block the size and shape of the universe with all astronomical bodies entombed within it and all animals, monsters, cultures, phenomena linked into a monolithic skyless maze-city of panelled chambers, tubes, hallways, transoms, shafts, glass-walled terraces looking out into dark, long vertical gaps between barely-inhabited sideways, opposing cities, each forming the roof of the other, the spires interlocking like sharp teeth, wells, fusion engine-trams, endless escalators lined with concession stands, crawlspaces, staircases, niches, branching zero-gravity capillary tunnels, and with all known architectures represented somewhere and integrated into the dizzying entirety.


Character generation:
Agility: 3-18
Charisma: 3-18
Intelligence: 3-18
Willpower: 3-18
Physique (Functions as strength, constitution, and hit points): 3-18
(Physique is split into "current physique" and "base physique".)

Now, you have a number of points equal to your Intelligence to divide between the following stats:
Tech Level: (minimum is 3)
Magic level:
These two terms are explained in more detail below. The basic idea is the higher your tech level or magic level, the easier it is to use technology or magic without annihilating yourself.

After tech level and magic level, you get to choose extras--skills, martial arts, spells, alterations, and equipment.

How many of each of these extras you have access to depends on your class:

Philosophers get 8 magic spell formulas (each spell can be used only once), 5 other extras and you can opt to receive 1 new spell or magic skill in lieu of an ordinary experience reward.
Scrapper - 6 martial arts moves, 5 other extras and you can opt to gain a new (randomly determined) Martial Arts move or acquire a new weapon skill in lieu of an ordinary experience reward. (Any number of martial arts moves may be known but only 5 may be used per day.)
Crawler - 8 skills, 5 other extras, and you can opt to receive 1 new skill in lieu of an ordinary experience reward.
Tinkerer-8 pieces of equipment, 5 other extras, and you can opt to receive a new device in lieu of an ordinary experience reward.
Hybrid-(these are characters from cultures where magic and technology are mixed) Hybrids have both their tech level and magic level equal to their intelligence (the max starting magic level for PCs is still 15). They receive 8 extras, can opt to receive devices in lieu of experience rewards and can understand alchemical devices at +2.
Unstable-(psychic) These characters can attempt to use d10 randomly determined magic spells at will (these powers can be re-used but the player must roll d10 and determine spells again every 24 hours) and get 5 other extras. Use of magic slowly drives them insane.
Robot-5 pieces of equipment (generally built in) or skills, 5 others, Magic Level must be 1. Automatically receives the logical benefits of being a robot (immune to suffocation, mind control, etc.), however, when damaged, they are not always easily repaired. Add d6 to physique or tech level.

Here are the extras:

Skills add +1 to a stat for attempting to do a thing. Like Dance skill would add +1 to your agility roll vs. the audience GM-determined jadedness level of the audience to dance well. Skill bonuses stack if and only if the second skill "stacked" is a narrower version of the first skill. i.e. if you were trying to figure out information about a shark, you couldn't use biology and oceanography, to get a combined +2, but you could use biology and marine biology to get a +2. You could even use biology, marine biology, and marine biology-sharks to get a +3.

This system is self-balancing: narrow skills are less widely applicable, but they give you stackable bonuses.

Some sample skills are listed at the bottom of this document, though feel free to make up narrower ones.

Note also that melee combat skills are handled under "martial arts".

Martial arts are "special moves" that you can pull out during combat. Each has a unique effect. Martial arts practitioners can use each move they know once per day, up to a maximum of 5. New characters are assigned martial arts techniques randomly.

Spells are magic effects that can be used once. Spells have levels, usually 12 and up. Anyone can use any spell they find (once), but whenever you use a spell you have to make a magic level check against the spell's difficulty level. Failure means things go grotesquely wrong and there are dire results. Unstables are crazy psychics who can use magic-type effects at will, but each time they have a chance of going more insane. New characters are assigned spells randomly.

Alterations are anything that make your character more than human if that's your bag--tough skin, claws, superhuman strength etc. They're called adaptations if these differences are due to simply being another species, they're called mutations if they are due to exposure to mutagens, and they're called modifications if they are properties of your character being a robot or cyborg. New character can pick alterations or choose them randomly. Either way, the cosmetic meaning of these alterations is entirely up to the player.

Equipment: Unlike most other games, you can't just buy equipment to start out--the Gigastructure is chaotic and communication is difficult. Finding a piece of useful equipment (a cigarette, a crossbow, a pistol, a plasma capacitor) is as rare as finding a magic spell. Each device has a tech level. If a device is above your tech level, you must roll a tech level check vs. the device's tech level. Failure means something terrible has happened. New characters are assigned devices randomly.
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Tech Levels

Example of someone at that tech level (example of something they would not have to roll to use/operate/exploit)

1 Weasel (pile of food)
2 Smart Monkey (stick)
3 Primitive human (knife)
4 Medieval human (crossbow)
5 Renaissance to Age of Reason-era human (clock)
6 Steam-era human (film camera)
7 Contemporary Earth Child (Nintendo)
8 Contemporary Earth Adult (car)
9 Contemporary Earth Adult Techie (sound-mixing board)
10 Cyberpunk Era Child (cyber-implant)
11 Cyberpunk Era Adult (cyber-reactive vehicle)
12 Cyberpunk Era Techie (combat robot)
13 Blade Runner/Alien/Cyborg Era Child (android pet)
14 Blade Runner/Alien/Cyborg Era Adult (hovercar)
15 Blade Runner/Alien/Cyborg Era Techie (starship)
16 Nanotech/Genetic alteration is common/No space-warships or FTL drives Era Child (low-grav shoes)
17 Nanotech/Genetic alteration is common/No space-warships or FTL drives Era Adult (custom mutation injector)
18 Nanotech/Genetic alteration is common/No space-warships or FTL drives Era Techie (gene resequencing vat)
19-21 Star Wars (tractor beam)
22-24 Star Trek Federation (replicator, transporter)
25-27 Technology so advanced human nature/existence becomes fundamentally different in most ways
28-30 Technology and lifeforms merge imperceptibly
31-33 Godlike

Magic levels
Magic levels below 12 indicates a creature comes from a culture with only a grasp of relatively mundane phenomena, luck charms, minor fairy tale/superstition magics "put a locket in your shoe and in three days you'll catch a fish" etc. Slow, minor effects.
12 is shaman, priest, Aleister Crowley-level magic. Slow effects requiring ceremonies, a pain in the ass to prepare, but major effects are possible, if unlikely.
13 is authentically understood ritual magic. Pain-in-the-ass rituals still required, but they're more-or-less effective and somewhat understood. Think John Constantine.

Spells that are instantly usable are all products of level 14 magic or above:

14 Initiate wizard-level magic. Reliable instant minor effects. (Cantrips, stage magic.)
15 (maximum starting level) Wizard magic. Reliable instant effects capable of killing a weak creature or temporarily altering reality over a small area in noticeable ways. (1st-2nd level FRPG wizard spells)
16 The lowest kind of truly serious magic from times and places where wizards dominate ordinary humans. Fireballs, lightning, etc. (3rd level FRPG wizard spells)
22 Highest forms of magic known to mortals.
23 and above represents the powers of the gods and demiurges.
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THE SYSTEM:

Combat:

The party rolls vs. the GM for initiative on a d6. Situational modifiers may be applied. The side rolling highest goes first.

Each character can: move 15 feet and attack, move twice that and do nothing else, or attack and do some minor thing like check what time it is. Look to other games for crunchy details here.

To hit is dex (+ any bonuses for situation or martial arts or other weapon skill) + d10 vs. armor + dex (+any bonuses) +d10

-if the attacker hits
-

roll weapon strength (+any bonuses) +d10 vs. defender's current physique (+any bonuses) +d10.

If the difference is positive on the attacker's side, that's how many points of damage to current physique the attack does.

In unarmed combat, the "weapon strength" is a little annoying: it's equal to the difference between the attacker and defender's current physique scores. If the attacker is weaker than the defender treat the "weapon strength" as 1. Because physique represents both physical strength and "life" points, if the attacker is injured (i.e. s/he's lost current physique points) the effectiveness of his or her attacks is reduced.

If the armor is not integral to the creature being attacked (that is, not their skin) the attacker has the option to just attack the armor rather than the character, in which case it's just dex (+any bonuses) v. armor and if the armor (or forcefield) is hit then it takes damage like a person.

Once a creature's current physique reaches zero she's unconscious. 2 things can happen:

-The foe can take an action and kill the character.
-If that doesn't happen, the character tries to roll under his/her base (not current) physique stat on a d20 once per hour. If s/he fails, s/he takes d6 physique points of damage. This continues once per hour until the character is healed or dies.

Medicine works like this: the doctoring character makes an intelligence check against an opposing rank of 30 minus the patient's base (not current) physique, and, if successful, after an hour the PC will be back on his/her feet with a number of current physique points equal to the number of points of success the doctor had. Obviously having medicine skills will help the doctor.

Defenders: You have the option to do extra dodges which means you get to roll twice and pick the best roll when you dodge. Declare when the other guy is about to roll. This costs you all your actions for that round.

Other combat effects (getting knocked down, etc.) are adjudicated by GM rulings.

Parrying and all that is gong to be the province of the martial arts moves page.
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Non-Combat Actions

________
These are usually handled as stat (+any bonuses) +d10 vs. opposing stat (or difficulty level of the task , if nobody is opposing it) (+any bonuses) +d10.

If the player rolls high, s/he gets that thing done.

The bigger the numerical difference in the results, the bigger the success or failure, if that's relevant.

If one person rolls a 1 and the other rolls a 10, that's always a success for whoever rolled a 10, no matter what the comparative ranks are.

If there's a question of how, numerically, an effect works in a game--how long does your sleeping gas last? What's the range of your hypno-eyes?-- and the game doesn't provide an immediate guide, the PC says what they think it should be, the GM picks the lowest possible number that fits the idea of the power as it was originally described, the roll dice to decide where in the range the effect falls.

Experience rewards are granted in the form of re-rolls (fortune is smiling on the character) or skills learned (generally these will be narrow skills that have to do with what PCs did during the adventure). Generally 1-4 per session. Discovering devices and spells is its own reward.

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Sample Skills

I figured listing skills was pretty boring, so I did the work myself rather than turning it over to contributors, however, if you can think of a skill that might be good in the game, go ahead and leave a comment, here are skills so far. Players and GMs are free to think up narrower skills during character generation (like: Veterinary Medicine--Lizard/weasel hybrids) and use them. Remember: narrow skills aren't always useful but they stack with broader skills.

Any PC may attempt any task "unskilled". i.e. if a PC wants to roll on his/her intelligence vs. a GM-determined difficulty class to try to perform brain surgery, they should feel free. Gigacrawler PCs are presumed to be rugged survivalists capable of dealing with all kinds of things. If a GM feels a certain task could likely only be performed with special training, s/he should simply assign a high target number.

Skills have been chosen that don't substitute for player skill in social interaction or problem solving. Pilot skills are mostly useless since the universe is all dungeon.

Note that no skills broader than the broadest ones listed here are allowed (i.e. "science" or "weapons" or "magic").

Skills allowing the manufacture of items out of whole cloth are generally excluded from the system. However, at some point we may add rules describing conditions whereby Philosophers and Tinkerers can choose (rather than roll) the spell formulae and devices they receive as experience rewards. In this case, the PC can be said to have "invented" the item in question.

"Alien" and "xeno" in this case simply mean "originating from a species not native to the same planet as the PC". If the PC is from Planet Examant, then if s/he had "alien languages" s/he'd get a +1 to understanding English, French, Venusian and any other language not from Examant.

Sample Social skills: (add to charisma rolls, usually)
Alien etiquette
Etiquette of creatures of quadrant B-94 (for example)
Trade etiquette
Etiquette of creatures from Zorlithrax-9.

Sample Language skills:
(in general, any PC may make an intelligence roll vs. the difficulty level of an alien language to see if s/he knows it--most gigacrawlers are familiar with a few languages--the first time--and only the first time--they encounter it. Language skills add bonuses to this roll. If a PC learns a new language skill that might cover the language in question after failing a roll, s/he may roll again.)
Linguistics
Alien languages
Ancient languages
(you could use linguistics and alien languages to get a +2 to understand an ancient alien text or languages and ancient languages to get a +2, but not all 3 for a +3 bonus since "alien" is not a subset of "ancient" languages and vice versa, they overlap but neither belongs entirely inside the other)
Ancient alien languages (you could use that, though)
Alien Languages of Quadrant: Kroskulus

Sample Engineering skills: (usually add to intelligence rolls)
Surveillance systems
Alien surveillance systems
Surveillance systems of Quadrant Mega
Surveillance systems designed by energy beings (etc.)
Engineering
Elevator repair
Armor repair
Weapons repair
Cybernetics
Cybernetic implantation
Cybernetic repair
Computer operation
Computer programming
Computer repair
Communications systems
Propulsion systems
Pilot Spacecraft

Sample Surivival skills: (usually add to intelligence or agility rolls)
Cooking
Edibility of alien creatures
Sewing
Stealth
Underwater stealth
Disguise
Escape artist
Pick locks (mechanical)
Pick locks (computerized)

Sample Scientific skills: (add to intelligence rolls)
Chemistry
Biochemistry
Botany
Biology
Neurobiology
Psionic neurobiology
Xenobiology
Mathematics
Extradimensional mathematics

Sample Weapon skills: (the broader weapon skills help with most things having to do with the weapons in question: repair, appraisal, etc., in combat they apply to hit rolls but not to damage)
Firearms
Projectile (non-energy) firearms
20th century projectile firearms
2oth century projectile firearms from France
Melee weapons
Edged melee weapons
Medieval melee weapons
Japanese melee weapons
Energy weapons
Energy weapons repair
Energy weapons of the Vor-Gork Mercenaries
Anti-logic weapons
Anti-logic weapons repair (etc.)
Plasma weapons
Demolitions
Grenades

Sample Medical Skills: (add to intelligence rolls, see combat section for details on medicine)
Medicine
First Aid
Cybernetic first aid (for example)
Pathology
Xenopathology
Veterinary medicine

Sample Magic skills (Add bonuses to intelligence rolls to understand magical effects, to magic level rolls to use spells, and to Unstables' attempts to utilize spell effects. These skills cannot be gained after character creation until that kind of spell has been successfully cast by the character. i.e If someone who does not have the Xenodemonology skill wants it, s/he will have to successfully summon an alien demon first.)
Demonology
Xenodemonology
Elemental control magic
Particle magic
Nullification magic
Divination magic
Alchemical magic
Healing magic
Illusion magic
Necromancy
Transmutation and transformation magic
Chaotic effect magic
Megadimensional magic
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Addendum:
Hunger/thirst rules.

Food and water are scarce and valuable in the Gigastructure. PCs do not necessarily start with either when created.

These rules will serve until such time as someone gets it into their head to design more gruesome ones:

After a day without food, characters lose 1 physique per day.
Humanlike creatures require physique x 100 calories per day to survive.

After a day without water, creatures with a humanlike physiognomy lose 3 physique per day.
Humanlike creatures require a gallon of water a day.

If a creature receives part of their requirement, they only take part of the damage.

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Addendum: Simplicity Guidelines

There will be three sections in the final product:

-These basic rules
-Widgets (Setting features, spells, equipment, etc.)
-Rulings--A never-ending series of edicts on ways to adjudicate situations not foreseen in the basic rules, usually in response to queries. (Optional.)

When there is any confusion about the rules, there are only 2 possible resources that can give you an "official" answer: The basic rules and the specific rules described in the section about the widget in question. You are not obliged to look anywhere else. There is no higher authority. The "tournament rules" are just suggestions.

If a rule is not made clear in these basic rules or in the widget descripton(s) involved in the situation being ruled upon, the GM must make a ruling. Listening to the players' opinions first is recommended. Either the GM or player must write the ruling down if they expect it to be followed consistently thereafter, but if either does, it will be followed from then on.

If an argument concerning the rules is going on (2 players, a player arguing in the face of a GM ruling, etc.) and it begins to bore any person at the table or watching the game, that party may call Shenanigans.

When Shenanigans is called, a stopwatch or timer is started. Parties involved in the dispute have 3 minutes to state their case and come to a mutual agreement. After that, the decision is made randomly. The decision of the dice must be obeyed, even if someone believes it directly contradicts the official rules.

If a party is painfully aggrieved by a decision made during the game, s/he will receive a "playing in protest" coupon for a metagame reward after the game at the expense of the other players--usually in the form of beer, ice cream or shots of Jager in whatever quantities will get him/her to shut up and roll. However, thereafter the other players are entitled to mock the player during the next session (only), though the rate must be no higher than a single one-liner per player.