Showing posts with label rpg. Show all posts
Showing posts with label rpg. Show all posts

Friday, August 21, 2020

Kickstart Your Weekend and Interview: Christopher Grey and the Great American Witch

Today I am talking with Christopher Grey, designer of The Great American Novel and The Great American Witch (Games) and author of Goddamn F*cking Dragons, Will Shakespeare and the Ships of Solomon. (Novels)

Christopher is currently coming to the end of his latest Kickstarter for The Great American Witch.

https://www.kickstarter.com/projects/greyauthor/the-great-american-witch?ref=theotherside

Tim Brannan/The Other Side: Let’s start at the beginning, who are you and what do you do?
Christopher Grey: I’m Christopher Grey and I’m a game designer and novelist. I created The Happiest Apocalypse on Earth, an ENnie-nominated PBTA game about an evil children’s theme park, and The Great American Novel RPG, which was recently nominated for the Indie Groundbreaker Award.

TB: How did you get into gaming?
CG: It’s hard to pinpoint a starting place, I feel like I’ve always been gaming. When I was eight I was making board games on my dad’s file folders. My first RPG design happened somewhere in the neighborhood of 15 or 16. In the early days I played AD&D 2e, then graduated to Rifts, then hobbled over to World of Darkness. I think it’s fair to say I’ve been playing some sort of RPG for at least thirty years.

TB: What are some of your favorite games? Why?
CG: It’s so hard to choose! And it changes fairly regularly. I basically love anything Free League puts out and their latest game Vaesen I think is a masterpiece. The game system is slick and easy and the setting/content is perfection. But they get lots of love, so I’d like to point out some of my favorite indy games. I’m a big fan of Monkeyfun Studios and they are close friends--Bedlam Hall is still on my list of all-time favorite games. I mean you basically get to play Downton Abbey meets The Addams Family. I think Kimi Hughes’ Decuma is a huge innovation in gaming and I shamelessly robbed her approach for a game concept of my own. I’m a big fan of world-building games like Dialect and Microscope. Ten Candles is also top of my list. Oh! And Icarus… that kind of lands in the world-building category. For the Queen changed my understanding of game design. Really loving Lighthearted by Kurt and Kate Potts. I should probably stop. I love so many games.

TB: Very cool! Let’s get into what is important! What is The Great American Witch?
CG: The Great American Witch is an RPG where you get to play in the secret world of witches as they protect humanity from supernatural threats and secret societies. It was built on The Great American Novel chassis so it is story and character-focused. It is designed for campaign play of the kind you see from World of Darkness games.


TB: What sorts of games do you see others playing with these rules?
CG: The rules are highly tuned into the Great American Witch setting and experience. I think folks will have a tough time playing something other than powerful secret witches with the ruleset. However, it was adapted from a generic rule system that has a lot of flexibility. I do intend to expand this rule set into other categories of the GAW fictional universe. So stay tuned on that!

TB: How does it relate to your earlier game, the Great American Novel, and can the two be used together?
CG: Great American Witch adapted the GAN rule-set heavily in order to create an experience unique to it. They aren’t really compatible as they are working toward different things. GAN is designed for one-shots or short campaigns of a literary nature (the sorts of slow-moving narratives you find in classic literature), whereas GAW is designed for extended play that creates cinematic experiences (like the dramatic tension you find from your favorite streaming shows). However, if you’ve played GAN you’ll find a familiar approach to game design--one that focuses on characters and motivations, not on attack rolls or skills.

TB: Of course while the title is clearly an homage to your earlier game, I have to ask are you a Rob Zombie fan? And was the title inspired by his “American Witch”?
CG: I almost didn’t go that direction in order to differentiate it from American Witch. I do like Rob Zombie, but this experience is more like American Horror Story: Coven, the Craft, or True Blood. Ultimately I couldn’t resist calling back GAN since that is the primary engine running it. Plus, it has a nice ring to it.


TB: I loved American Horror Story: Coven and The Craft! What are your future plans for this game?
CG: Oh so much. I intend to work in this system and setting for quite some time. I’ve already started supplements for GAW that will include more play options (such as covens and crafts) as well as additional settings within the same world. I’m also working on other types of games for the setting, such as a story-prompt card game that is already in the editing phase. Eventually, I will expand to other supernatural groups, like the Illuminati, vampires, werewolves, etc. Frankly, I’ll be doing this for a while.

TB: Nice. That sounds great. And for me and my audience here. Who is your favorite wizard, witch, or magic-user?
CG: Considering the amazing examples of magic-users throughout recorded history, this is a hard one. Ultimately, I’d have to say Kiki from Kiki’s Delivery Service. I just absolutely love that movie and character.


TB: I adore Kiki! She is fantastic. Finally, where can we find you on the internet?
CG: Best place is my site christopher.world where I keep all my stuff and links to my social channels.

Links:
https://www.christopher.world/
https://twitter.com/greyauthor
https://www.drivethrurpg.com/browse/pub/12812/Christopher-Grey

Wednesday, July 29, 2020

Review: Tunnels & Trolls (Troll Week)

Tunnels & Troll might be one of the first "clone" games ever, but it really is a proper game in its own right.  The story goes that creator Ken St. Andre was browsing through the original D&D rules and thought he could do better than that so he sat down and created the first Tunnels & Trolls game in 1975.  D&D was barely a thing on the wider scale, though very popular still, and here comes T&T.

Over the years T&T has been updated, re-released, and otherwise seen many ups and downs the game itself has continued and has a dedicated fanbase.  It is easy to see why. T&T is easy to learn, has some neat little quirks, and is just plain fun.  Plus if you ever get a chance to meet Ken St. Andre at Gen Con then PLEASE do it. He is a great guy.

The name, Tunnels & Trolls, almost wasn't. It was almost Tunnels & Troglodytes, but that name was shot down by his players.  Since then the troll has become a sort of synonymous with the game and St. Andre himself. His twitter handle is @Trollgodfather and he runs Trollhala Press.

Tunnels & Trolls now holds the distinction of not only being the oldest RPG still published by the same publisher, Flying Buffalo, but also still controlled by its original author/designer. 

The RuneQuest Connection
Yesterday in my review of RuneQuest's Trollpak I mentioned that in my earliest days I thought Trollpak was a supplement for Tunnels & Trolls. Indeed both games did feature a lot of troll iconography.  But I think two it may have come with one other obsession of mine. Elric. I was (still am) a HUGE Michael Moorcock fan and I loved the Elric books.  I saw the game Stormbinger and I knew it used a similar system to both RuneQuest and Call of Cthulhu.  I also knew that Ken St. Andre had worked on Tunnels & Trolls and Stormbringer.  I guess in my young mind I conflated all of that.  While I might never see my goal of a full Tunnels & Trolls/Trollpak mashup, my dream of an epic Stormbringer/RuneQuest/Call of Cthulhu crossover might still happen!

I have owned many different versions of T&T over the years. I have loaned some out, another is just gone (it is with my original AD&D books I think) and still at least one I resold in a game auction when I needed the cash.  I miss each and every one.
Thankfully I now have the PDF of Deluxe Tunnels & Trolls the most recent version and the one that is easiest to get.  I will be focusing my review on this version, with recollections of previous editions when and where I can.

Deluxe Tunnels & Trolls. 2015 Ken St. Andre, published by Flying Buffalo.
348 pages, color covers, black & white interior art (mostly) and a full color section.
Deluxe Tunnels & Trolls (dT&T) is a massive volume at 348 pages.  
The PDF is divided into Chapter sections, but more importantly, it is split into five larger sections; The Basic or Core Game, Elaboration, Trollworld Atlas, Adventures, and End Matter.

The Basic or Core Game
This covers the first 11 chapters and 160+ pages.  This most resembles the T&T game I remember playing sparingly in the 80s. This covers the basics of the game such as rolling up characters, equipping them, combat and magic.  T&T uses all six-sided dice for everything, so getting started is as easy as getting the rules and raiding your board games for dice.  Because we NEVER did that in the 80s.
Character creation is a bit like D&D and other RPGs from the time (or more accurately other RPGs are like D&D and T&T).  There are a few quirks that make T&T stand out.
Exploding Triples allow for some extraordinary characters. When rolling your 3d6 for stats (like D&D) if you get three of the same number, all "1s" or all "6s" for example, you re-roll and ADD the previous total.  In D&D rolling three "1s" is a disaster, but in T&T you then reroll and add that 3 (1+1+1) to your new roll.  Roll three "6s"? Reroll and add 18! T&T has eight abilities, Strength, Constitution, Dexterity, Speed, Intelligence (IQ), Wizardry, Luck, and Charisma. They all map pretty close to D&D with the others Speed, Wizardry and Luck doing what they sound like. 
Kindreds, not Race. With all the discussion of the word "race" in D&D (yes, it is old and problematic and yes it should be replaced) T&T "solved" this issue by going with Kindred (and long before Vampire the Masquerade did).  This also leaves character creation open to all sorts of Kindreds. 
Personal Adds. For every point in a physical ability over 12 (the upper end of average), characters get +1 to their personal adds. Physical stats are Strength, Constitution, Dexterity, and Speed. These adds are combined and then used in combat.
Saving Rolls. All skills and nearly everything else use a saving throw like mechanic for resolution. The most common is a Luck roll, but others can be used.

There are three basic and one extra character classes. Warriors, Wizards, Rogues and the Specialist.
Kindreds include Humans, Dwarves, Elves, Fairies, Hobbs (Halflings), and Leprechauns. Each kindred then gets an ability multiplier. So if you are a dwarf and you rolled an 11 for Strength  your multiplier is 2 for a 22 strength! But your Luck multiplier is .75 so if your rolled a 12 it is now a 9.  Other attributes effected are height and weight. Fairies have multiples here of 0.1 and 0.01 respectively.

The equipment list is what you would expect with some odd improvised weapons (rocks) and even guns (gunnes) but these are still rather primitive in nature. 

Saving Rolls are covered in Chapter 5 and gave us what is essentially a dynamic Target Number mechanic YEARS before anyone else did.  You determine the level of the Saving Throw (difficulty) times that by 5 to get your target number. Players roll a 2d6 and yes doubles are re-rolled and added.
It's a simple mechanic that works well. 

Chapter 6 gives us some talents. Or things you can do other than wack monsters. 
Chapter 7 cover enemies and monsters and is a whopping 3 pages!  But that is nature of T&T monsters can be abstracted from just a few simple numbers.
Chapter 8 covers combat. If I remember correctly combat in T&T was a fast affair.  The rules support this idea. 

Chapter 9 is of course my favorite, Magic. There have been more than a few times I have wanted to adopt ideas from here for my D&D games.  In the end though I have kept them separate.  Spell levels go to 18 though you need some superhuman Intelligence and Dexterity scores to cast them (60 and 44 respectively).  Spells have a Wiz (Wizardry cost) so it works on a spell-point like system.  The spell names are something of a bit of contention with some people and my litmus test for whether or not someone will be a good player in T&T.  If they don't like the names, then I think they will not be good for the game.  Among the spell names are "Hocus Focus", "Oh Go Away", "Boom Bomb", "Freeze Please" and more.  I like them I would rather have a fun name than a boring one, but I am also the guy who made spells called "You Can't Sit With Us", "Live, Laugh, Love", "Oh My God, Becky!" and "Tripping the Light Fantastic".

Chapter 10 is Putting it All Together with general GM advice.  Chapter 11 covers the Appendices. 
This constitutes the bulk of what makes up the T&T game. 

Elaborations
This section consists of rules additions and other topics.
Of interest here is Chapter 13, Other Playable Kindreds.  This likely grew out of T&Ts sister game, Monsters! Monsters! In dT&T these stats for playing have been brought more inline with the M!M! book for more compatibility.   The attribute multipliers from character creation are repeated here for the main kindreds, and then expanded out for others of the Familiar (or most similar to the Good Kindred, like goblins, gnomes, and pixies) to the Less Common like lizard people, ratlings and trolls!  To the Extraordinary like ghouls and dragons.
The means in which this is done is so simple and so elegant that other games should be shamed for not doing the same.
Later on languages, more talents and accessories (minis, battle mats, virtual tabletops) are covered.



Trollworld Atlas
This section covers the campaign world of Trollworld.  A history is provided and the major continents are covered as well as a few of the cities. This covers about 70 pages, but it is all well spent.
This section also features some full-color interior art including some great maps.

Adventures
Pretty much what is says on the tin.  This covers the two types of adventures one can have with T&T; a solo adventure and a GM run adventure.  
Everyone reading this has experienced a GM run adventure.  But where T&T really sets itself apart are the solo adventures. This is a reason enough to grab this game just to see how this is done.

End Matter
This section contains the last bits.  Credits. Afterwords. Acknowledgments. A full index. Character sheets and a Post Card for the City of Khazan!


I am going to put this bluntly.

Every D&D player, no matter what edition, needs to play Tunnels & Trolls at least once.  They should also read over the rules.  I don't care if you walk away saying "I don't like it" that is fine, but so many of the things I see so-called seasoned D&D players and game masters complain about has a fix or has been addressed already in T&T. 

Like I mentioned with Trollpak who solved D&D's "evil race" problem back in 1982, Tunnels & Trolls fixed it in 1975.

Beyond all that T&T is an easily playable game with decades of material and support and thousands of fans online.  If you don't want to buy a copy to try out then find a game at a Con.  

Is T&T perfect?  No. It lacks the epic that is D&D.  If D&D is Wagner then T&T is Motzart. Easier to approach, but no less brilliant. 

For under $20 (currently) you get a complete game with enough material to keep you going for years. Plus there is such a wealth (45 years now) of material out there that you will never run out of things to do.

Friday, March 13, 2020

Happy Friday the 13th! Slashers & Survivors - Slashcan Edition

It's Friday the 13th! You know that is like a holiday around here.

What better way to celebrate than a new game from my friend Justin Issac?

Slashers & Survivors - Slashcan Edition



From DriveThruRPG:

Slashers & Survivors: Slashcan Edition is an ashcan version of the our new slasher rpg. Based on The Blackest of Deaths by Bloat Games, the game allows you to create a nerd, jock, or other slasher staple and see if you can outwit and survive a homicidal maniac or deadly cult. This is not the final version of the game and the pdf will be updated periodically with feedback recieved. There will be a deluxe version of the game coming to Kickstarter later this year with more content.
I grabbed it and it is fun.

It is PayWhatYouWant, but do throw money at it. 



Saturday, February 15, 2020

Zatannurday: DC All Star Games

Now here is something truly unexpected!

DC Universe wants to get in on the "Critical Role" action and do a live-action unscripted 5-part special with actors playing the 1980s DC Adventures RPG.



Here is the information for DC.
DC UNIVERSE Announces Original Unscripted Gaming Mini-Series
'DC UNIVERSE All Star Games'

Clare Grant, Vanessa Marshall, Sam Witwer and WWE’s Xavier Woods Join Freddie Prinze Jr. For Five-Part Role-Playing Game Adventure Set in The Classic 1980s Game DC HEROES

DC UNIVERSE has announced its first original unscripted gaming mini-series, DC UNIVERSE All Star Games. This new anthology series brings famous DC fans together to play a variety of games in the increasingly popular gaming show genre. Season One features a nostalgic role-playing adventure, The Breakfast League, from Executive Producers Freddie Prinze, Jr. and Sam Witwer. The first episode of the five-part series will premiere exclusively on the DC UNIVERSE digital subscription service on Friday, February 28.

DC HEROES, the famous post-crisis role-playing game, sets the stage for the first season in which Vanessa Marshall, Clare Grant and WWE superstar Xavier Woods also join as players. Set in the same 80s era as when the game was first published, the five participants role-play as a group of high schoolers stuck in Saturday detention. As they improv their way through a variety of situations familiar to fans of beloved movies from that time period, they soon discover their destinies as the world’s greatest super-heroes.

“DC Heroes was the first RPG I ever played as a kid. It was also my introduction to the DC Universe, its Heroes and, most importantly, its rich pool of villains.” said Prinze. “ I had a blast making this series and I hope all of you love it as much as I do.”

Directed by Jon Lee Brody and produced by Telepictures, “DC UNIVERSE All Star Games” is the first unscripted addition to DC UNIVERSE’s expanding original programming slate which includes “DCYou Unscripted” and “DC Daily.” New episodes will go live exclusively on DC UNIVERSE every Friday after the series premiere on February 28.

For more information on DC UNIVERSE and “DCU All Star Games” please visit dcuniverse.com and follow DC UNIVERSE on Facebook and Twitter.




This could be a lot of fun.

Join Freddie Prinze Jr (Buffy's Husband), Clare Grant (Oz's wife), Sam Witwer (multiple DC shows), and more. I am looking forward to this!


Friday, January 10, 2020

Kickstart Your Weekend: We Could Be Heroes

I was considering retiring "Kickstart Your Weekend" since there are so many Kickstarters now and plenty of places to get information on them.  But these two are nearer and dearer to me so I thought it would be fine.

Plus it was Bowie's birthday a couple of days ago (Jan 8) and today is the anniversary of his death (Jan 10, 2016), so for Bowie's sake let's be Heroes.

The Hero's Journey 2e


https://www.kickstarter.com/projects/gallantknightgames/the-heros-journey-2e?ref=theotherside

The Hero's Journey 1st edition was a delightful game. It was the perfect antidote for grim-dark murder hobo games that seem to be so popular.  A nice cup of tea vs whatever they sell in the local run-down dive where characters are supposed to meet.

This new 2nd edition gets further away from it's S&W roots and that might be a good thing.
James Spahn has delivered when it comes to games, so I have expectations for this one.

What I loved about THJ1 was that the characters were the heroes, people doing good in the world.  I think we need more of that.

Really looking forward to this one and I hope to see it in my local game store sometime.


Full-Color Custom Miniatures with Hero Forge 2.0


https://www.kickstarter.com/projects/heroforge/full-color-custom-miniatures-with-hero-forge-20?ref=theotherside

This one does not go live till next week, but you can bet it is going to break all sorts of records.
I was a proud backer of Hero Forge and I have enjoyed watching it grow over the years to be the standard by which I judge 3D printed minis.  If they can do the color they are displaying above then this is the reason why Kickstarter exists.

I can't wait to see this.  Will the minis be costly? Maybe, but I have been pleased with the prices on Hero Forge so far so I am expecting this will be similar.

If the timing is right I'll come back with a follow-up to this post with a color 3D Hero Forge mini of my Hero's Journey character!

Friday, September 27, 2019

Kickstart Your Weekend: Night Shift

Ok a little self-promotion here, but I am pretty excited about this one.

Night Shift: Veterans of the Supernatural Wars RPG


https://www.kickstarter.com/projects/294629699/night-shift-veterans-of-the-supernatural-wars-rpg?ref=theotherside

First the Kickstarter sales blurb from my co-author Jason Vey:

So folks, to coincide with Halloween, I will be Kickstarting the newest core RPG from Elf Lair Games this October! I'm still working out the exact details (getting quotes for printing costs in particular) so I know what to set my goal, but it's planned as a hardcover B&W release. Please spread the word and keep your eyes out! Here's some more about the game:

NIGHT SHIFT: VETERANS OF THE SUPERNATURAL WARS Debuting the new Elf Lair Games house system, O.G.R.E.S., Night Shift is an urban fantasy, horror, and dark modern supernatural game that uses a brand new system of old-school mechanics inspired by and derived from the original, basic, expert, and advanced versions of the World's Most Famous Role Playing Game. It allows you to mimic all the tropes of just about any film, TV series, or novels you like.

All of the following are possible with Night Shift:
  • Cheerleaders that are chosen to slay vampires
  • Sisters imbued with the power of chosen witches
  • Worlds where Fae of all manner battle in the politics of light and dark
  • The great-grandniece of a famous gunslinger inherits the legacy of the demon hunter.
  • A world where two brothers armed with knowledge and weapons hunt the supernatural in their father's name
  • And more!
Excited? I sure am!!

This game came about through long collaboration with Jason and I.  We met while working at Eden Studios together.  Jason was doing a lot of work on All Flesh Must Be Eaten, the zombie horror game.  I worked on WitchCraft and Armageddon.  We both worked on Buffy the Vampire Slayer RPG.  Over the years we collaborated on other games.  He was a playtester and contributor to Ghosts of Albion.  I contributed to his AFMBE and later Amazing Adventures books.

We both hit the OSR scene at the same time in 2007 and he wrote Spellcraft & Swordplay.  I wrote my first Witch book and Eldritch Witchery for his Elf Lair Games label.

Night Shift combines a lot of different ideas we have had over the years. 

First, we are developing an advanced version of the in-house O.R.C.S. game system (O.G.R.E.S.) that captures the old-school rules we both love with some (minor) modern advances.  Though you can still play Night Shift with any OSR product with no issues.

Secondly, we are also bringing several different "Night Worlds" to your game play.  I don't want to give out any spoilers, but these "worlds" represent several decades worth of play.  I will spoil one or two.  One of my Night Worlds is "Ordinary World" which I have talked about here before and the other is "Generation HEX."   If you dig through my archives here you will also see mention of "Daughters of Death" that might come later.

Finally, I wanted to create something that in the eloquent words of my friend Robert Black called "filling a Buffy-shaped hole in my life".  I have worked on a LOT of really great games and properties over the last 25 years.  Some of that material I can use, most I can't.  But that is fine, I have had years to learn what I like and what I want in a Modern Supernatural Horror game. 

Over the years we have also shared our love for the Modern Supernatural genre in TV shows and books.  Obviously, we were both Buffy and X-Files fans. Jason turned me on to Lost Girl and the books of Kelley Armstrong.  I recommended the books of  Kim Harrison and the TV shows HÆŽX and Charmed.  Between the two of us, we have worked on several score horror games and played many more. We have a lot of opinions.

Night Shift is the result of all of that.

So expect some more posting on this all month.

Up next?  My sons are going to play two bothers (naturally!) who drive across the country stopping supernatural monsters with nothing but their wits and a trunk full of guns and rock salt.  If they choose the names "Sam" and "Dean"...well that is just a coincidence. ;)

Saturday, April 27, 2019

April TTRPG Maker, Day 27

Day 27: How Do I Market My Work?

Hopefully very well!

But seriously I tend to focus on the online communities I am part of; Facebook, Twitter, formerly Google+ (pour out a bit for our departed brother).

I have paid for ads on Facebook and I have done DriveThruRPG deal of the day.

Back in the day I even did a little bit of advertising on Usenet!

It seems that my best recommendations are word of mouth.  People telling others about my books.

Again, this one where I am curious to see what others do.  Hope to pick up some tricks.

Since this is a marketing post, please have a look at my games!
https://www.rpgnow.com/browse.php?author=Timothy%20S.%20Brannan

Friday, April 26, 2019

April TTRPG Maker, Day 26

Day 26: Favorite Online Community

So many really. I love all my online communities.

I guess my greatest love is still blogs.  Best signal to noise ratio, best content on the games I enjoy and a chance to interact with other creators.

Facebook is still a great place to find a wide variety of opinions and games but that also means there is a large collection of "noise".

This is one I will really enjoy seeing what others are going to post.  I am always in the market for more places to learn about games.

Wednesday, April 24, 2019

April TTRPG Maker, Day 24

Day 24:  Favorite RPG thing to Create?

Hmm.

That's a toss-up.  I love making monsters.  Monsters are what got me interested in RPGs to start with.

I also love to make classes.  My witch is my foremost example, but I have many more.

But in the end, I would have to say spells.

According to my spreadsheet, I have written over 800 unique spells for various games.

Spells and magic are my favorites.

Monday, April 22, 2019

April TTRPG Maker, Day 22

Day 22: How are you working to improve the ttrpg community?

I hope I lead by example.

I would like to be the example that not all "old guys" are stuck in the 80s (although my wife would question my tastes in music) and we are not all a bunch of grumpy assholes.

I also try to call out bad behavior when I see it and correct my own when it happens.

My reach is not very far, but I am hoping that things like this will help.

I like to be an RPG evangelist.  Show everyone what is good about RPGs and the joy of sitting around the table with family and friends and rolling dice.

Saturday, April 20, 2019

April TTRPG Maker, Day 20

Day 20: A Game You Want to Make You Think No One Will Play?

Oh, that's easy.

I want to make an officially licensed Charmed RPG.

I am not ashamed of this, but all things considered I vastly prefer Charmed to Buffy. I don't even consider myself a Buffy fan, to be honest, more of a Willow & Tara fan. But I am an unapologetic Charmed fan.

There is the whole witch thing to be sure.  And the Charmed Ones are rather easy on the eyes.  But I think my friend and former TV writer Robert Black said it best,  Charmed never forgot who their audience was and never forgot they were a TV show.

While I know the demographics of the show and your average gamer are not exactly the same, I think with the amount of "modern supernatural" fiction being published today that a Charmed game would be fantastic.  Buffy sold well, Dresden Files is doing nicely.  Granted those are properties with significant geek/gamer buy-in and at the time of their games the properties are still active.

I would like to point out that with all the stuff I have written about witches and magic in the things I have published that this game would be a natural for me. ;)


Wednesday, April 17, 2019

April TTRPG Maker, Day 17

Day 17: How Does Your Identity Influence Your Work?

This is related to yesterday's post.  But let's break it down into how I see myself.

I am an aging Gen Xer
Not a Baby Boomer (thank you!) and not a Millenial.  I grew up on a diet of MTV, horror movies on basic cable and later on VHS.  I learned to program a computer to get the software I needed (no aps or stores yet).  So I have learned to make do with what I had available and then create the rest.
My books are often the games or supplements I wanted to play in the 80s but no one had written.
So I also have a preference for some older games. I am not saying they are better (and if you spend anytime here you will know I play and love a lot of new games) I just find them fun. I like them.

I am a Midwesterner
I grew up in the mid-West.  My high school was in the middle of two corn fields. We lived through the Satanic Panic of the 80s so "of course" everyone knew of someone that knew someone that saw a Satanic altar.   I got the see the power behind a social movement early on and in your face full color.
This also affects my next bit of identity.

I am an Atheist and Skeptic
I grew up as an Atheist in a town whose claim to fame is the number of churches they have.  Look I love writing about ghosts, witches, magic, and gods. I just don't believe in any of it in real life.  None. In a very significant way, my early explorations into RPGs (D&D in particular) and mythology was a way of dealing with being the only kid in school* who didn't believe in fairy tales.  * I have since learned through the wonder of social media that I was not the only one they were just as afraid as I was to say anything.

I am a Father
Becoming a husband and father is one of my greatest achievements in life.   Yes, I have had plenty of other really great achievements; my education, my degrees, my books.  But being a dad.  Nothing ever comes close to that.  I write games I want my kids to also enjoy.  I want worlds that they would want to play in.

I am sure there is more.  I used to have a professor that said culture is like a tackle box that someone shook up.  It is very difficult to pull out one thing or separate one from the other.  I think that is true here.

Tuesday, April 16, 2019

April TTRPG Maker, Day 16

Day 16: How does your environment inform your work?

I have talked about this one before.

I grew up in the midwest in the 70s and 80s.  My "adventures" were often road trips. My backgrounds included a love of horror movies, a mother who knew some of the most blood-chilling stories I have ever heard, and a fascination for mythology and the occult.

It was a heady brew that only the alchemy of the 70s and 80s could produce. 

In my books, I want to recapture the feel of finding some lost occult tome of the 70s.  Something a little subversive, a little dangerous and a little outside of the reach of the normal people out there.

Hammer Horror + Occult 70s + NWoBHM from the 80s gives you the environment I grew up in and what informs all my RPG creations.

Monday, April 15, 2019

April TTRPG Maker, Day 15

Day 15: Favorite Tropes to Subvert?

Halfway there!

Favorite Tropes to Subvert?  ALL OF THEM!

But seriously, a few come to mind.

You will never, ever see a "Women in Refrigerators" situation in one of my games.  No woman will ever be killed to forward a male character's arc. Never. 

You will never, ever see rape as a means of helping to build up a character as via a Rape-and-Revenge arc. As in when you take a character down to their lowest levels so they can be built back up into something more powerful.  I guess the trope could be called the "I Spit on Your Grave" trope.

Most of all you will never, ever see a "Bury Your Gays" or a "Dead/Evil Lesbian cliché" in anything I publish. Ever.

"But", you may ask "what if the story calls for it?"
Sorry, but no. Time to write a new fucking story then.

"But aren't you giving 'special treatment' to a certain group?"
No. And also fuck you, go write your own fucking games and don't buy mine if that is what you think.

These are my lines in the sand.

Sunday, April 14, 2019

April TTRPG Maker, Day 14

Day 14: Are Your Game Mechanics and Characters Intersectional?

My mechanics are math which is about as non-intersectional as you can be. Math is math.

Again, not to sounds like a broken record, I go back to my key philosophic design foundation; Is it fun?  Everything else flows from that.

Now to be fair.  I DID write The Witch: Aiséiligh Tradition AS I thought a radical feminist witch group would look like in a D&D/Fantasy world. 

Here I did play with concepts of power and gender as they related to the archetype of the witch.  I based it on the "Reclaiming Tradition" in modern Wicca who have decided that they need to reclaim the name "witch" and make it their own positive label.

The Aiséiligh are in a very real sense my Social Justice Witch class.  Lawful, Good, and sick your patriarchal shit.

Saturday, April 13, 2019

April TTRPG Maker, Day 13

Day 13: Participate in Streamed Games?

No. I really don't.

I am of an age where I don't get a lot of time for my games, so I like to run them when I can.  Since my regular group consists of my family there is not a lot of interest in me streaming the game.

Plus streaming games have a certain flow to them that my home games do not.  Plus there is a ton of inside humor. What's the point in streaming content that really only the people at the table will get.

I have not against streaming games and think they are kind of cool really.  The ones I have watched have been a lot of fun.  But you likely will not see me doing it anytime soon.

Would I play in one that someone else was running? Yeah, I might do that.

Friday, April 12, 2019

April TTRPG Maker, Day 12

Day 12: How to Make Work more Inclusive?

I hope that my work is fairly inclusive as is. 

With my two primary philosophies "Is it fun?" and "Can I play what I want?" I hope that I have not left any room for anything exclusionary.

Since I also feel that once the book leaves my hands and it is in yours that you can make as inclusive as you like/want/need.

I just have to make sure there is nothing in the rules that say you can't.

I'll be interested in seeing what others have to say about this.

Thursday, April 11, 2019

April TTRPG Maker, Day 11

Day 11: Shoutout to an Underloved Creator

I know of a lot of creators that are doing great work.  But underloved?

Justin Issac is doing some cool stuff under his labels Halls of the Nephilim and The Lone Bards.

Gavin Norman has been putting out some great stuff for his Necrotic Gnome label.

Any others I mention I think are pretty well known.  Liz Chaipraditkul at Angry Hamster Publishing I think is well known now. At least I hope she is!

I am sure there are more.

How about this.  Here is your excuse, permission, invitation to post YOUR favorites below.  Post yourself if you wish!

Wednesday, April 10, 2019

April TTRPG Maker, Day 10

Day 10: How are my games dismantling colonialism?

Uh...They are not?

My games really don't have that kind of effect.

My design principles start with "Is it fun?" and end with "Is it fun to write?"

I mean sure there are some subversive messages explicitly about Colonialism (and in particular about the British Empire in India) in Ghosts of Albion.  But the message is not one of action it is more directed to people who already understand what a bad thing it can be.

So yeah.  I guess the scope of my writing is just not that large.

Tuesday, April 9, 2019

April TTRPG Maker, Day 9

Day 9: How Do Your Games Distribute Power Among the Players?

Well, I would have to say I try to focus on mechanical balance as much as I can within the scope of the rules.

Some games, say for example many old-school games, balance is not really a consideration.  But you also don't play those games for balance, you play them for the game-play-experience you get (not XP in this sense).

So I create witch classes that are, for the most part, pretty weak at love levels.  This in on purpose since it fits in with the design constraints of the games I am working with.  The payoff is once you get to higher levels you are pretty damn powerful.  Like scary powerful really.

In other games, I also look a lot into the balance of the character types.  For example in Ghosts of Albion Tamara and William, the "stars" of the show are also some of the weaker characters power wise.  They are not the great powerful warrior Queen like Boadicea or the magic using vampire or the poet whose words can shape reality.  This balanced with their ability to affect the plots and course of the game via their greater Drama points.

After that, it becomes the realm of the individual game masters to do their job.