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

Tuesday, April 24, 2012

U is for The Unexplained

The Unexplained is a game I have known about for years and have wanted to pick up, but something else always pushed it's way to the front of the line.  So when it appeared on DriveThruRPG a couple of weeks ago I knew I had to get it.  I also knew it would make for a great post for the Blogfest.

So today U is for The Unexplained.

I had reviewed the Unexplained's sister game, Now Playing, a while back.  TU uses pretty much the same rule system, Fudge, though the focus is less on emulating a TV show (though there is that there) and instead emulating a real world full of cryptids, ghosts and UFOs.  In many ways The Unexplained is very much like a 70's monster hunter documentary or even a 90s conspiracy show.  Given it's ties, systemwise, to Now Playing it is easy to guess that the author, Bradford Younie, is a big fan of shows like Dark Skies, the X-Files and certainly Kolchak the Night Stalker.  If Now Playing is the TV version, then The Unexplained is the reality they are based on.
Chapter 1 of the book covers a bit of the background of the game with Paranormal Societies, including the FPI (detailed later).

Character creation begins in Chapter 2.
Like many games you have 6 attributes (Brawn, Agility, Stamina, Reasoning, Perception, Will) and these are give levels in words, not numbers.  So "Fair" "Good" and the like.  This is a Fudge game so the levels of everything are words.  Like all Fudge games character creation is a fast affair where where you start with a concept and work from there.  Authors (not game authors or players) might find this exercise interesting for their own characters since there is no/less number crunching than with other games.
The next chapters cover all the other things that can define your character.
TU has a bunch of skills (Chapter 3), Traits and Faults (Chapter 4) and various other means of describing your character (Chapter 6).
If you have ever played Fudge before then you will get this game in a flash.  If you have never played Fudge, then it is simple to understand and the mechanics are not at all difficult. Chapter 6 covers all the gear your character might need.  Enough to make Stanzt, Spengler and Venkman happy or Thelma to go "Jinkies".

Chapters 7 and 8 cover the rules of the game and Storytelling (Game Mastering) respectively.   Chapter 7 is your Fudge basic information as it is applied to this game.  Chapter 8 though is a very good chapter on running any sort of paranormal type game.  I have read dozens of chapters like this and this one still had some good advice for me.

While most people go to Fudge games because of the ease of character creation and game play, what I like most about this game is how well researched it is.  I play plenty of paranormal/horror/conspiracy type games.  After a while one begins to look like the other and I tend to compare them favorably to unfavorably to games like WitchCraft, Conspiracy X and DarkMatter.
The Unexplained stands up to these game rather well.  Characters are assumed to belong to the Foundation of Paranormal Investigations (FPI), which plot wise and thematically puts it between ConX and DarkMatter. They even have their own website, http://www.paranormal-foundation.com/.    The FPI is a game conceit, but that doesn't mean you have to use it.  You can go rogue if you like. Make your game more "Supernatural" than "X-Files".

The rest of the book breaks down this research into major game-playing areas.
Chapter 9 covers Ghost Hunting, with Chapter 10 on Ghost Ships in particular.  Given some the material on Carnivore Games website, I would say Ghost Ships hold a particular interest to the author.  The chapter is nicely done and very in depth.  If you need to know something about Ghost Ships for an RPG then this is a good place to start.  Chapter 11 cover Cryptozoology, so bigfoots, lake monsters and the like.  Chapter 12 Parapsychology and psychic phenomena. Chapter 13 is all about UFOlogy including the various alien races  that have come to Earth, the Greys, the Reptoids, the Nordics.  Exactly what you would expect.  Crop circles are also detailed.  Chapter 14 covers magic.  Again this is a modern view on real world magical practices, as if they were really magical.  So a nice overview here.  But I will admit, I have a hard time mixing UFOs and Magic.  This is not a fault of the game, but rather one with me I think.  This chapter though is a good overview of many magical traditions and ritual magic.

There is also a sample adventure/investigation at the end.  Appropriately enough it is about Bigfoot.
The character sheet is similar to the one found in Now Playing, and there is a nice touch of a Character Creation Questionnaire that should really work with every paranormal like game.

I mentioned the research, the game is full of interesting tidbits such as eye-witness accounts, photos and case notes from dozens of "real" reported cases of the supernatural and the paranormal. Everything from cryptids, to ghosts, to UFOs. Thematically this places it closer to ConX than say WitchCraft, though without all the baggage of the government. One gets the feeling that Younie spent many, many hours doing nothing but reading up on conspiracies and everything outside the regular media to give us this information.

A nice treat in the end is the OGL (Fudge is now released under the OGL) AND a plain language declaration what is open and what isn't.  Plus, for lack of a better word, an "openness" about publishing your adventures or supplements that can be used with Now Playing or The Unexplained.

I really liked Now Playing, but I like The Unexplained even more.
The Unexplained has a nice charm about it that I find very attractive.  Now Playing changed my mind about playing Fudge based games, and this might change my mind about running them.

Who should buy this game?
If you have ever been curious about Fudge then this is a good game to pick up.
If you enjoy supernatural/paranormal games then get this.
If you are a fan of Now Playing, then absolutely get this.

Links
http://www.paranormal-foundation.com/
http://carnivoregames.com/wp/
http://www.facebook.com/theunexplained
http://timbrannan.blogspot.com/2010/07/willow-tara-fudge.html

Thursday, April 12, 2012

K is for Kids' Games

Last week I talked about Faery's Tale and I have talked about Witch Girls Adventures in the past.
This week I have more games for the younger crowd.

Kids, Castles & Caves

KCC is a very cute game.  It is an interesting one since it is t touch higher on the complexity scale than other "Kids" games.  That is not a complaint, but rather a nice little change.
Anyone familiar enough with any other RPG will pick this one up in about a minute.   Less than that if you eve played Basic D&D.
Classes and Races are the same thing, so you have "Wizard" "Knight" "Dwarf" and the cast of regulars, but also "Fairy" which is nice.
The classes have 3 levels each, which is plenty really since by the time the kids get to level 3 they will be ready for some more grown up games.
Everyone has something they can do every round so that is also good.
The game is simple, easy to learn and use and makes good on it's promise is something you can do with your kids in an afternoon with little to no prep time. At 28 pages it is the perfect length.

If you are a gamer and you have little ones, then this is a great way to introduce to our hobby!

An absolute steal at this price.
For under 3 bucks you get 3 complete games for kids.  
Tales from the Wood where you play creatures from The Wood.  Think Watership Down.
Lashings of Ginger Beer is about playing a kid in Idyllic England, so it might actually work best for adults.  Most similar to kids adventure tales. 
It's a Dog's LIfe is the best of the three where you play a Prairie Dog out on the American Plains with heavy American Indian/Native American influences.

All three games are simple to learn and easy to play.
These games require a bit more abstraction to play than some other kid games, but nothing a little kid with a great imagination couldn't handle.

So what is Meddling Kids? Well it is an introductory RPG for "kids of all ages" but recomended for ages 7 and up. The writing is very clear and concise and frankly one of the better "intro" games I have seen. It is designed as an intro game and is listed as "Stage 1 of the Starter System". I don't know if other stages were produced or not, but the feel here is one of "this is your first game so have some fun, and when you are ready we will have more for you". As with most starter sets there is lot the seasoned (or grizzled in my case) player can ignore, but it was still a very fun, light and fluffy read. 
The premise is simple. You create a teenage mystery-solver who belongs to a clique of other liked minded teens. Like in the TV show that this is so obviously taken from, different teens of various social standing and family incomes mix together well in a group united by their love of solving a mystery. Or maybe it's the talking dog. Or dune buggy. Or chimp. Or genie. Or...you get the idea. If you grew up in the 70s-80s then you know what I mean.

Character creation is simple. You create a background for your character, then are given points for Stats and Abilities. Pretty simple. Since we are talking about cartoons your Teen is put into an Archetype. So think Jock, Brain, Fluff, Goof and so on. 
The system is a simple one of Stat plus a roll based on Abilities plus a d6. Compare to a Target Number or resist the roll of something else.

What sets MK apart though is the use of the "Wild Card" character. This is a character, usually an animal, that hangs with the clique and is run by the GM. Not an NPC or even GMPC (though very close). The Wild Card is the one that helps in the adventure/mystery. So yeah, think Scooby Doo, or even Jabber Jaw or Captain Caveman. It is a fairly clever idea really and one of the only games I have read that encourages a GMPC like character. 

The book is small, less than 100 pages with pretty clear large fonts, so this is not a hefty tome to learn, it is a simple game that does exactly what it sets out to do and it does it rather well.

It is a great game to teach the little guys how to play using something that both parents and kids will know all about.

Wednesday, April 11, 2012

J is for Jorune

Jorune, or rather The Skyrealms of Jorune, was a classic Science Fantasy RPG of the early-mid 80s till the 90s and it is today's J post.

Jorune was not like anything I had ever seen before.  By the mid 80s I considered myself knowledgeable, but not yet worldly in my RPG knowledge.  I knew the big players, could ID the smaller ones and knew enough to know more existed.  But Jorune was new. It was weird and different.  And the art blew me away.

Have a look at the cover.


Look at the creature lying prone, he is obviously a great person and he is passing on his knowledge/magic/Isho to the older male.  The female is caring for him and the large reptile man. Well while he could be seen as scary, he is obviously here giving comfort to the grieving.

Jorune was a planetary romance.  Humans had inhabited the planet of Jorune and then lost contact with Earth.  Add some advanced genetic engineering, local wildlife and a heavy dose of magic and you get islands floating in the sky 20 years before Avatar hit the screens.

I do not have many regrets in my RPG career.  I have played some epic games. Worked on some fantastic games. But one thing I do regret is I never got a chance to play this game.  Though to be fair on myself, I never knew anyone that had played this either.

Jorune was published in 3 editions by two different companies till 1992, sadly none of the copies are still in print.  You have to find them on eBay or sellers like Nobel Knight Games.

Nothing represented the Silver Age of the RPGs better in terms of really cool, lets get as far away from D&D as we can sort of game.

Links



Monday, April 9, 2012

H is for Hellcats and Hockeysticks


H is for Hellcats and Hockeysticks.

This is a fun little game from Andrew Peregrine (of Cubicle 7). In this you play a student at the all girls St. Erisian’s School.

Right off the bat, er stick, you are warned that the "Headmistress" (the Game Master) will not be fair, but arbitrary, has favorites, will smack your hands with a ruler if you do something stupid, and can be bribed.  You know this will be a fun game!  Also I should point out that this game is about the English school system rather than that of the American one.

Character creation is really fast.  You start off thinking about who your student is (the introduction reads like you are sending your daughter to the school, which I thought was clever). Pick a Clique (like a class/archetype), Curriculum (clique based skills), other Skills, Willpower, Traits, Rivalries and Secret Fear.    Pretty much any clique you can think of is here; the nerd, the goth, the sporty girl, the pretty one, the ninja foreign exchange student.  If you ever watched the movie "Spice World" and thought the girls needed to have more action scenes, then you should stop reading this review and pick up this game now.

Skills are ranked 1 to 5 (novice to expert) and cover a wide variety of subjects. To resolve tasks you roll a 6-side die and then an additional die for each level of the skill you have.  So if you are trying to blowup the chem lab and you have a 3 in Chemistry then you roll 4 dice. The Headmistress compares this to her rubric (table of difficulties) and lets you know what you have done.  Some levels are impossible to reach, but the Headmistress will make you roll anyway because that is the kind of evil person she is.
Willpower is your main "Ability" and can change from game to game.

Of course my favorite part of this game is picking your "Best Friend" and "Rival" from the other player characters.  You also have to pick something about each characters you also loathe.  Yes you are encouraged to be a bunch of smiling back-stabbers.  It's like "Pretty Little Liars" or "Heathers" the game.  I like that, you can revoke a friendship. There are some fun rules around that as well.

Combat is detailed (and thus tacitly encouraged) including a really neat idea of "Bidding".  Using this adds a little extra realism and drama to the combat.  For example a character want to club some guy on the head with her hokeystick (I should point out that this is field hockey, not ice hockey which uses a different stick), she bids "I'm going to fight dirty" and "HE'll never hit a girl".  To give her an extra edge.  The Headmistress, being the wholly vile human she is, bids back "He is bigger than you" and "You have been running all the way here, your knackered."  The idea is you and the head mistress go back and forth like this, adding a bid each time, till one your can't think of anything else.  Page 60 has a whole list of ideas.
Damage is represented in loss of willpower and how long you are out of the action.  No one actually can die in this game, but you can be hurt. A lot. Since the loss is to Willpower that also effects how well you can do other things.   The system hand waves things like swords and guns by saying basically if you get hit with these you are going to be out of the game for a long time if you even survive.  How's that for deadly?  Besides, there is a fun in that?  Combat in this game should be about cat-fights, the occasional brawl and maybe knocking out a boyfriend or two.

There is a section on fears, car chases, and all sorts of other mayhem.   There are also great sections on Weird Science and Magic.  Just in case you also wanted to "The Craft".

There is the Headmistress' guide to the school (background) and faculty as well as other schools in the area.  After all there has to be an all boys schools as well.

There is a section on running games for H&H, including how to run Player-Driven plots including a great 2d6 adventure generation table.    By my calculations that gives you over 1,450 plots.  We are also given a number of adventure seeds to use and a complete short adventure.

Finally the list of inspirations is notable for the only RPG I have that lists D.E.B.S. as must see movie. But it also lists "Hex" and "The Craft", two faves of mine.

This is a really fun game and one I'd love to try at a Con sometime.
Of course I am tempted to do a mash-up of this and Witch Girls Adventures.

Monday, March 19, 2012

Marvel Maybe??

I'd love to get some posts in this week about Marvel Heroic Roleplay.

I have a bunch of things ready to go, I just need to post them.

In the meantime, here is another review.
http://stuffershack.com/make-mine-marvel/

Wednesday, March 14, 2012

Don't Forget!

EN World Game Day Chicago is this weekend!

Celebrate St. Patrick's Day by coming to the the aid of Ireland in her darkest hour.


Ghosts of Albion: Blight
Ireland is dying. 
Her Protector has been murdered and you are the primary suspects. Can you clear your name, regain your magic and stop whatever necromancies befoul the land? Time is short, yours and one million lives hang in the balance. Set in 1847 this is an adventure for the Ghosts of Albion RPG.

Game System: Cinematic Unisystem
Rules Edition: Ghosts of Albion
Players: Minimum 5, Max 8.
Minimum Age: Teen (13+) (PG for some violence, and problem solving)
Experience Required: None (never played before), some knowledge of "Ghosts of Albion" is helpful.
Materials Provided:  Yes, materials are provided for this game. You do not need to bring your own.  One d10 is needed.

There is a sign-up thread over at EN World, http://www.enworld.org/forum/general-rpg-discussion/319338-chicago-gameday-31-3-17-sign-up-play.html



And because I can.
One of my favorite Irish "rebel" songs.

Tuesday, March 13, 2012

Random links

On the run today.  Many meetings and much ado to do.

So here are some links I have found useful in the last couple of days.

Running an alt-history game? Thinking of writing one?  Well here are some things to keep in mind.
IO9: 10 Worst Mistakes That Authors of Alternate History Make,
http://io9.com/5884879/10-worst-mistakes-that-authors-make-in-alternate-history

Want to learn more about the Marvel Heroic Roleplaying system?
Well here is the site to go to.
Exploring Infinity: Marvel Heroic Roleplaying: Collected Miscellanies
http://atminn.wordpress.com/2012/03/12/marvel-heroic-roleplaying-collected-miscellanies/

Elizabeth J Kolodziej is working on getting her next book published.
Send her a buck or two for "The Last Witch Series"
http://www.kickstarter.com/projects/1960643778/help-publish-the-last-witch-series

Speaking of which (or witch), Strange Music has a witch class up for B/X
http://strangemagic.robertsongames.com/2012/03/witch-for-bx-d.html

And speaking of Kickstarters, here is a blog that keeps track of all the RPG Kickstarter projects out there.
http://rpgkickstarters.tumblr.com/

I know posted this one before, but it is really cool.
Hi-res maps of the Caves of Chaos.
http://www.theweem.com/2012/02/01/caves-of-chaos-reimagined-by-weem/

Don't forget to sign up for Ghosts of Albion at Chicago Game Day!
http://www.enworld.org/forum/general-rpg-discussion/319338-chicago-gameday-31-3-17-sign-up-play.html

Monday, March 12, 2012

EN World Game Day Chicago

I am going to be running a game at EN World Game Day Chicago!

I'll be running Ghosts of Albion: Blight. Seems appropriate given that Game Day this year in March 17.

Here is the blurb for the game:


Ghosts of Albion: Blight
Ireland is dying. 
Her Protector has been murdered and you are the primary suspects. Can you clear your name, regain your magic and stop whatever necromancies befoul the land? Time is short, yours and one million lives hang in the balance. Set in 1847 this is an adventure for the Ghosts of Albion RPG.

Game System: Cinematic Unisystem
Rules Edition: Ghosts of Albion
Players: Minimum 5, Max 8.
Minimum Age: Teen (13+) (PG for some violence, and problem solving)
Experience Required: None (never played before), some knowledge of "Ghosts of Albion" is helpful.
Materials Provided: Yes, materials are provided for this game. You do not need to bring your own.  One d10 is needed.

There is a sign-up thread over at EN World, http://www.enworld.org/forum/general-rpg-discussion/319338-chicago-gameday-31-3-17-sign-up-play.html

I have an afternoon slot 3:30pm to 8:30pm on Saturday, March 17 at Games Plus in Mount Prospect, IL.

Hope to see you there.
If you let me know that you found out about this by reading my blog then your character will get a free drama point!

Thursday, December 8, 2011

You are playing what??!

I am sitting here.  Avoiding work. Starring lovingly at my stack of DC Heroes books and wondering why I don't have more of them.

This got me thinking.  What games are you all playing that you don't think anyone outside of your group is still playing?

For me it's True 20.  I still like it.
I'd love to get a good Superhero game going again; Silver Age Sentinels would be cool, V&V, DC Heroes, I am not picky.

What are you all playing that you are sure no one else is?

Friday, October 21, 2011

Halloween Gift ideas


Need a Halloween gift idea?
What do you mean you don't send gifts for Halloween, of course you need to send gifts for Halloween!

I always buy a new Horror themed RPG for Halloween.  Here are two that qualify.

Conspiracy X,  http://www.kickstarter.com/projects/1801360072/conspiracy-x-rpg-the-extraterrestrials-sourcebook?ref=category
ConX is a modern horror game of UFOs, aliens and world wide conspiracies.  Like X-Files, Dark Skies and shows like that?  Then this is a great choice!

and

Spellcraft and Swordplay, http://rpg.drivethrustuff.com/index.php?filters=0_0_0_0&manufacturers_id=3869&src=CommunityForum1&&
While not a horror game per se, it is a great D&D-like game and is cinematic enough to emulate any Dark Fantasy genre you like.  The game itself grew out of Jason Vey's own Hyborean Age game.

Wednesday, September 14, 2011

Modern Systems, Part 2

So.

I am burned out on Unisystem.  There are a few very good reasons that I just don't want to get into now, but the bottom line is the same.  I am burned out on it and what to try something else.

Not just play or run, but write about. Maybe even publish somethings for it.

I have had in my mind now for a while the idea that I want a game that would simulate modern supernatural/urban horror, and there are a lot of systems that can do this well, Unisystem at the top of the list really.  But I want to be able to do more with it and have something that I could if I choose, publish stuff for it.  So that rules out many of the systems that would otherwise be fine.
Also I want the focus of the game to change from "killing things and taking their stuff" or even "we are saving the world again, it must be Tuesday".

I am looking for something where people can play supernaturals or normal humans side by side with out too much of an issue.  A goal would be to have it be able to emulate any modern supernatural TV show or book you can think of.  Well, not Harry Potter, that is a different animal completely.

Here are my choices so far.

True20 - I am inordinately fond of this system.  It is easy. It is simple and it gets out of the way while playing.  I am not thrilled with levels, but I have an idea about that.  I have already done a lot of work with True20, both here and in some unpublished material that I can now use.  While it's support is also next to nothing and the fan base is thin, the rules are solid and I can use them thanks to the OGL.  Though one of the issues with True20 is that humans basically start at 1st level and a vampire or werewolf is much higher.  Plus there is no system of Drawback or Complications in True20 (though I have written one).

Fate/Fudge - Another open system with a lot of support.  I am just not overwhelmed with it.  I suppose I could go the route Icons did and use numbers.

ORCS - Jason Vey's system in Spellcraft & Swordplay. Flexible and has many advantages.  I would though end up making it look more like True20 in the end, which is why I put True20 on the list.

Mutants & Masterminds - Now this is an interesting choice.  Nearly everything I need is here.  The system is open and with Superlink I can even do more.  I would need to redo the magic systems a bit to be honest.  4Color/superhero magic and urban fantasy are not really the same.  It has the things I like in True20 and Orcs, plus it has a ton of support.

Savage Worlds - Not a fan of this system, even though it is good and has a ton of support as well.  Again, I'd need to redo the magic system to get it to my liking.

"Power of Three" - you have not heard of this one.  It is a system that I have been poking around with for a couple of years.  The name comes from the three basic abilities all the characters have, Body, Mind and Spirit.   Yeah similar to Tri-Stat, but the mechanics are different.  It is also based on the Charmed game I'd like to write one day.  Of course the system is perfect for what I want to do except for the little problem that it is not done.  It's not even in a playtestable shape yet. So much for that.

The one thing all these games have though is the means to support a lot of mini-campaigns or min-campaign worlds.
Here is what I have in mind. This is not all of them, nor are these even set in stone.

Generation HEX - the most developed of the three mini-worlds. Lower powered, kids in a magic high-school

Ordinary World - Supernatural creatures trying to live in modern suburbia and trying to blend in.  That doesn't always work so well.

Power of Three - My "Charmed/Witches of Eastwick/Rachel Morgan" homage.  Witches saving the world.

Daughters of Death - The children of the old gods are walking the earth again and not all of them have humanities interests in mind.  This includes the stats for the eponymous daughters.

Each world then would have additional rules to support their respective views.  So Gen HEX would need to scaled for magic school high jinks (Jinx High?), Ordinary World would need rules for hiding powers and suggestions for stories to tell.

One thing though, I am going to avoid using Lovecraft/Cthulhu type stories or monsters.  The exact thing that he was trying to do the werewolves, vampires and ghosts of a past age have now been done to his creations.

I'll keep thinking about this.

Friday, August 26, 2011

Heartbreaker your time has come, can't take your evil way

I have talked before about the Fantasy Heartbreaker.
Fantasy games that attempt to "improve on" D&D but in the end break your heart.

Here is the Ron Edwards/The Forge standard definition. (circa 2002-3)
characterized by (1) the basic, imaginative content is "fantasy" using gaming, specifically D&D, as the inspirational text; (2) independently published as a labor of love, essentially competing directly with D&D in the marketplace; (3) the rules are similar to the majority of pre-1990s RPGs.
And some links:
Fantasy Heartbreakers
More Fantasy Heartbreakers

reviewed a couple in the past and made a number of posts about one of my favorite ones, Quests of the Ancients.

I was going through my stacks of books (and PDFs) to figure what I had and what I should look to buy at the most recent Gen Con and came on a bunch of what could be called Fantasy Heartbreakers.

I have no idea why these games fascinate me so much.
I *could* claim it is an academic interest that the design of these game reflects either the personal psychic of the designer or the inherent zeitgeist of the times.  But in truth, I don't care enough about the first and the later can be better observed in better more popular games. (Thesis topic: Is the change from oWoD to nWod a direct reflection of the post 9/11 world or merely an attempt to make more money? Another post perhaps.)

I *could* claim that each one is a fascinating game evolutionary cul-de-sac, but that is often giving them too much credit.

I think I like them because each one is insight to someone else's process of writing a game.  A flawed process from a flawed premise.  The flawed premise is "I can make a better D&D than D&D" rather than "I can make a better FPRG than D&D".  I say it is flawed because D&D is the best D&D there is.  There are great FRPGs that are not D&D and they do a wonderful job.But the FHB does not try to be a fantasy game, it tries to be D&D.

There is one thing I always find interesting in FHB's, their "Appendix N" or list of books to read.
Sometimes, rare times, there are good tidbits here.  Most of the time it is a bunch of pretentious posturing of "ooo look what I have read! You read it now to or you are stupid!"
I get putting in Lovecraft (if you have actually read his stuff and not just the bits with Cthulhu), Howard and Poe.  But "Walden", really???  How is transcendental thought going to help me in my game of mass murder and theft (killing things and taking their stuff).  I am going to put list John Dewey (a major figure in my academic life) in one of my books one day JUST so someone will call me on my shit.
Seriously.  The one-up-manship in these is crazy sometimes. In others I am convinced they never actually read the books they mention since the bulk of their game so antithetical to the writings of the author they listed.

But I digress...

Before I go on too much more let's get to today's post.

What are your favorite (or least favorite) Fantasy Heartbreakers?

and

What is the state or role of the FHB in this post OGL, retro-cloned world?

Monday, August 22, 2011

GM Merit Badges

Strange Magic has a very interesting post about GM styles and icons (he calls them Merit Badges) you can use to ID your GM style.

So here are mine.

 My games can sometimes have disturbing elements.

 I focus on drama and character development

 Characters in my games are destined for greatness, not random death.  Characters not destined for greatness are in someone else's game.

 I am in charge. Rule 0 is always in effect.

 You will need to investigate and solve mysteries.

My games are scary.

 My games will tell a story.  


Cool stuff.

Where are you at?
Here are some of the people I read.

Monday, June 6, 2011

All Fun and Games

I am surprised I didn't see this one before hand, but there is a new Blogfest out there and I am a sucker for these things.


It's All Fun and Games hosted by Alex J. Cavanaugh.

I guess since we all talk about our favorite games anyway this is lest of a fest and more of a "Monday".

But anyway here we go!

1. Dungeons and Dragons:  D&D is the 800-lb gorilla in the game world for a reason. It provides what is to many the ultimate experience in a table top RPG.  I started playing this game back in 1979 and I still play it today.  I enjoy all the editions, warts and all, and it is still the game I enjoy coming back too the most.
Not much more I can say about this one really.  It has kept me entertained for over 30 years now.

2. WitchCraft RPG. I was half-tempted to list "Ghosts of Albion" but I thought that might be incredibly tacky and self-serving. Instead I want to list the game that eventually got me to Ghosts.  It was the late 90s and everybody was going crazy for "Storytelling" games.  Games not about killing things and taking their stuff, but about exploring characters, that may or may not be monsters themselves, in a world of...well...darkness.  C. J. Carella's WitchCraft did this better than any other game out there in my mind.  Picking up this book filled me with the same awe as holding that Monster Manual back in '79.
WC paved the way for so many other games for me, not just in terms of playing but in writing.  If it were not for WC then we would not have had Buffy, Angel or Army of Darkness.  Conspiracy X would have remained in the it's original system. There would be no Terra Primate or All Flesh Must Be Eaten and certainly there would be no Ghosts of Albion.
The cover also is one of my all time favorite bits of artwork for a RPG cover ever.
If you have not discovered this game, then I suggest you get a copy now.
It is 100% free at http://rpg.drivethrustuff.com/product_info.php?products_id=692&affiliate_id=10748

3. Chill.  If D&D was my first and WitchCraft is my current favorite horror game, then a special place must left in my heart for Chill.  Chill is a horror game of normal people in an abnormal world.  It's not as dark as say Kult or as dangerous as Call of Cthulhu and character never get to the levels of WitchCraft, but it was a perfect game for the time I was playing it (the early to mid 80s).
Chill, either 1st ed or 2nd ed, doesn't hold up as well in today's world where characters have as much firepower as the monster they hunt (or even are the monsters), but back in the 80s it was a huge shift in my understanding of how games could be played.  Traveller also represented such a shift for me and it almost made the #3 slot here.   I also have a big post coming up about Traveller here in the near future, so it will get some love.
You can get the 2nd Edition (Mayfair version) of Chill from DriveThruRPG:
http://rpg.drivethrustuff.com/product_info.php?products_id=2888&affiliate_id=10748

That is my Top 3.  I have played scores of RPGs and own or owned many more I haven't played.  And that is not even talking about other games I like such as Dungeon! or even other board and card games.

Tuesday, May 24, 2011

Once upon there was Irish ways and Irish laws.

One of my WIPs that is very close to my heart is a game of playing mythic Ireland.

Éire (also sometimes called Ériu in my notes) has been in my notes for many, many years and the system has changed based on what I have felt best suited it.  Presently, and likely to be the final version, uses the ORCS system seen in Jason Vey's Spellcraft and Swordplay game.  I chose that over say straight OD&D or some other clone because I like the feel of the game and it has some DNA in it that I really like.

Well the game has languished in the hell of my hard drive since the dawn of the d20 system.  But last night I got inspiration from an unexpected source.

I was working with my son last night on his research paper on Ireland.  We talked about the the Blight, the Troubles and even went back a bit to talk about St. Patrick and my personal favorite Finn MacCool.  After telling him the story of the Salmon of Knowledge my son (whose name is Liam by the way) looked at me and said "this would make an awesome D&D game."

So I am rereading all my notes.  Marveling at some, and wondering what the hell I was thinking with others.
No idea when I'll have it done.  But I feel I should get it done soon.  If for nothing else for my boys Liam and Connor, so they can learn a bit of their own heritage too.

Tuesday, May 17, 2011

Divine Intervention and the Nature of Dieties

How do you do divine intervention in your games?

Following up on the post about Clerics I have thought about how Gods interact with mortals.  Typically I give any character a base 1% chance to get divine intervention when they ask for it.  This is modified by how well they adhere to the tenets of their faith, the nature of their god, and even level (higher level characters can do more).  Of course nothing comes without a price.

In my 4e game coming up I am thinking that that the players will be visited often by the Raven Queen's avatar, in the form of a young girl ala Death from DC's Vertigo line and borrowing heavily from Amber Benson's "Death's Daughter" books.   I might even introduce her in the current adventure arc.

Presently the Dragonslayers are going after Tiamat. While they acknowledge that she is the "Goddess of Evil Dragons"  to them that just makes her bigger and more powerful to kill.  I am thinking I am ok with that for the most part.  It could be that Gods in my game are beings that just got really, really powerful.

If that is the case why do they need worshipers?  What purpose then is divine intervention for?

I had a character once who I took briefly into the Planescape setting.  Basically he was a jerk and didn't think that gods were anything special (sound familiar?), just powerful humans (or humanoids).  I later expanded his belief into an entire Plansescape faction, The Hermetic Order of Sigil, though he was not a member.

Interesting that all these years later I am still going back to the basic assumptions of my games and trying to figure out the underlying realities.

Thursday, April 21, 2011

Quest of the Ancients Follow-up

I totally caved.

I bought the 2nd Edition copy of Quests of the Ancients.

I plan on reviewing it, coming up with characters and then maybe, just maybe, come up with a bunch of adventures for it based on Stevie Nicks songs.

Maybe I have been doing too many curriculum edits this week.

Watch this space.

Tuesday, February 15, 2011

Like Alexander, I weep...

My FLGS is having their next auction in March.  It is a great time to go and get some games that you didn't buy when they were new, buy games cheap or even pick up something you have never heard of before.

Last October I went to the auction and got some really awesome deals (see here and here).  The trouble is that my successes have been so good of late, both at the auctions and finding books online and at cons, that I have nothing I want to buy anymore.

Zip. Zilch.  Nothing.

I have hundreds of books, thousands of PDFs and who know how many printed out play-test documents.
If there is a game out there, chances are I have or didn't want it.

Sure I am missing a lot of Star Wars books, need more Traveler and could always expand my Star Frontiers library a bit.  But none of those are "needs" or even "wants" at this point.

So I sit on my mountain of books and weep over lands I can never conquer again.
Or something like that, till the next new thing excites me.

When is D&D 5 due out again? ;)

Monday, February 14, 2011

And you thought your High School had Drama

I just picked up two new games this weekend and I really like them both. "The Silver Kiss of the Magical Twilight of the Full Moon" and "Byron Falls". Both are short games and both are just 5 bucks, so for just a little cash you can get a couple of really fun games.

Both take the very ripe and ready genre of "High School Supernatural Romance" and run with it.  And yes I do mean things like "Twilight" and many other books and TV shows like "Vampire Diaries".  Set it all in some small town where the girls are super smart and beautiful, the boys are all emo and everyone is trying to date the local supernatural populace.

The hard core horror guy in me wants to rebel, saying that this is what is so wrong with the genre today.  That last generations monsters are this generations would be dates.  But in truth I just can't get worked up about it.  The games are fun, there is a bit of tongue in cheek here (ok, maybe more than a bit) and if these games can capture just a fraction of the "Teen Angst" market that sells the books and TV shows, then they will be the ones laughing at us hard core horror types. ;)

So what are these games?  Well if you have ever listened to a Smiths song, then that is what you have here.  Take those high school kids, mix in a supernatural and let wackiness ensue.  Both go for very rules-light presentations and instead focus on the relationships and interactions with the characters.    In fact the rules are so light that an enterprising GM could add these games to any current modern supernatural game (or even supers) for another level of play.

The Silver Kiss of the Magical Twilight of the Full Moon 
Silver Kiss, or SKMTFM in the book,  was the first one I picked up.
There are some very interesting things going on in this book too.  First I loved the idea of chocolate as XP, great thing to do and something I have used with younger kids too.  The game assumes four players; two humans and two supernaturals.   The stats are very simple and include names like "Emo" and "Bad Ass".  You get some points to redistribute, so you can have a high "Pretty" and a lower "Emo" for example.  The supernaturals get to choose their race and what they can do is agreed on by the group.  So vampires can walk around in sunlight or faeries can't go into churches.  Then the first scene, or soon after that, one of the humans and one the supernaturals fall in love.  It is designed to be very fluid and fast.  When there is conflict a simple d6 resolution mechanic is given.  The idea here is not who could beat who in a fight, but rather what would be more dramatic and even angsty for the game?  For example if tonight is the big prom (and there is always something going on "tonight") then if two characters get into a fight (let's say the brooding vampire boy and the pining werewolf boy) then the winner will be the one that causes the most drama for our human girl.  She wants to take the vampire, but if the vampire beats the crap out of the werewolf then she will feel for the poor werewolf!  So much drama.  And that is what the game is all about and I think the author Jenni Dowsett does it very, very well.  The game includes tons of "Secret agendas" for the supernatural creatures.  Everything from the personal (X is already in a relationship with Y) or the global (You can't be with her because you are a Z).
My favorite though is a bunch of Emo Quotes that are cut up and given to players to use.  The only thing that is really missing is a rule on how to handle the "long meaningful stare".   The character sheets are easy to fill out.  I suggest printing out the book two page per sheet, that gives your characters sheets a nice portable size that you can fold over like a small journal or diary.  An appendix of recommended reading, watching and listening is included. The game ends with a Halloween themed episode/adventure.
The author also has an active blog where she is posting new ideas for her game all the time, http://jennitalula.wordpress.com/.

Byron Falls
Byron Falls works in a similar manner.
Written by RPG demi-god John Wick Byron Falls focuses more on the human side of the equation.  The town of Byron Falls is full of beautiful, highly intelligent girls and women that only have eyes for the supernatural creatures in town.  And the town has more than their fair share.  Character generation is also very simple.  You have Interests, up to five Friends, an Enemy (or not) and your Grade.  All characters start out as High School Freshman (Grade 9).  The mechanic is a very simple one.  If you want to do something and it relevant to your interests or friends then you roll the number of dice that you have points in that area. Evens mean a success.  No success and your enemy gets to decide what the outcome of your actions are.  Again here it is not whether or not you have enough points in a area to beat someone up, but rather what is most dramatic for the game.  The supernatural creatures of BF also have to be agreed on.  Do Werewolves and Vampires hate each other? How do witches react around humans?
The game is designed with playing humans in mind, and female high schoolers in particular.  But over time more supernaturals can be added and even some characters may discover they are supernatural themselves (like becoming a witch on your 16th birthday).
The town is fleshed out and situations are given for role-playing.

Both games simultaneously poke fun at and respect their source material, which I think is about right.  They can see the silly side of this but at the same time understand that to the people in this situation it is all seriousness.  It is high school, where all drama in Big Drama and every choice is Life and Death.

If you are fan of the source material then these games will be fun.  If you are not a fan then these games can also still be a lot of fun if taken in the right mindset.

Games for Games Sake

OR: "How I Stopped Worrying and Learned to Love the Game"

Following up on a series of posts that basically have been asking, "Why aren't Games Better".

This morning I read this from Amber Benson's blog, Art for Art's Sake.
Amber is a multi-talented actor, writer, director, singer, dancer and even RPG author (she did write the adventure "Almasti" in the Ghosts of Albion Core book) and she is reflecting on the lack of good opportunities for many actors in today's world and how she has decided not to let that get to her and she will instead only take the jobs that please her as an artist.

I think that is great advice and one that can be extended to the whole RPG biz and the OSR in particular.

I am very fortunate. I don't have to write games to pay my bills.  I can write what I want or take the odd for hire writing gig or more often than not, reject others that while would be nice to get paid for, I don't have the love for them.

So I have decided to take all games on face value.  The questions I'll ask begin and end with "is it fun for me?", everything else is only details.

When writing something now, unless it is a for pay gig, then I am working from the point of view of "is it fun for me?"  IF other find it fun then great! If not, then that's ok too.  I am not trying to be elitist here, actually just the opposite, since I believe that if I find it fun to write and play so will others and hopefully that means a better product.

There are plenty of people out there that need to write to put food on the table, or keep the bills paid off for at least one more month.  For them, since I can't say my laid back attitude would help them or not, I just promise to stay out of the way.  If you are doing something I like and find fun then be assured I'll tell people.  If I don't like it, well then I might not know enough to tell anyone anything about good or bad.  But if I do, then be assured I'll give you a good, intelligent reason why I don't like it.  Your job then is to listen to me or ignore me as it benefits your enjoyment of your game.

The truth is there is just too much good stuff out there to worry about the games that don't work for me.