UbiquitousRat's Roleplaying Dreams

UbiquitousRat's Roleplaying Dreams

Sunday, 1 December 2013

Traveller5

On the one hand, I am sick and tired of learning to play someone else's game. On the other hand, there are some cool games that I have long wanted to learn to play. Traveller5 is one of those games.

Reasons to Play

For one thing, I was involved in the playtest of the system. Bits of this game got tested... but never quite the whole thing.

When I was testing, the biggest missing piece was the combat section of the rules. This came very late and, frankly, I didn't get time to give it as much attention as was needed. 

That's probably one reason why, on first reading of the final book, I couldn't understand how to run a melee.

But that's not answering the question: why play T5?

On dipping my toe back into the waters of T5 over the past 24 hours, here's why I want to play:
  1. I like the d6-based Task Resolution system and use of d6 only for damage - it's simple.
  2. I really like building characters using the Career system and the 4-year Term process.
  3. The system is comprehensive - everything I can imagine needing is in there.
  4. There's a process to allow me to make my own stuff up; you name it, you can probably make it.
  5. It's simple to play - the basic rules are very easy to grasp.

Reasons to Be Put Off

I'm not blind to the flaws of this product. For one, it is a book that initially just made me wince due to layout and the super-dense amount of text. My top five reasons to be put off include:
  1. It's really badly organised - 50 pages in and I'm reading what should be an appendix.
  2. It's really badly written - not just the typos and omissions, but also the style is really poor.
  3. There's too much system and not enough setting - where's the "easy to grasp" equipment list, for example?
  4. It needs a lot of house-rulings to clarify stuff... like, how to run a melee with a weapon in hand.
  5. It's not at all aimed at the beginner. Defo not an RPG beginner. Probably not a Traveller beginner.
In short, it needs a very dedicated Referee (GM) to run a game. You will want to hide the book from the players, ignore just about everything inside the book until you actually need it, and you'll need to dedicate time to prepping the stuff you need. 

Thankfully, there are other Traveller5 Referees out there producing handy resources. Phew! But please share yours too.

So... Why Do You Want To Play?

Because it's Traveller, I have a deep-seated affection for the game and consequent desire to play. I have a deep love of the setting too. 

It's actually a rather simple game at heart. There's just lots of stuff piled on top to hide the fact from the casual reader. Actually, it's so completely piled on you can't really be a casual reader with T5. But it's worth the time to dig in.

Players will pick it up in no time. Referees will be dedicating much time to making games happen... but I get the impression that the effort will be worth it.

I wonder if I'll get to play.

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Sunday, 17 November 2013

Fate Accelerated... For Girls

Here's the situation: the boys at the school club have been setting up and playing a fantasy-genre game using the Imagine RPG. Over the past few weeks, as a player, I've been taking part in the entertaining efforts of our newbie GM. As a reward, he has attracted a total of three new players to his campaign, taking the table total (including me) to seven.

At the same time, I've noticed at least three girls at the school (all of whom I teach) who are deeply into storytelling and who are very creative. Unwilling to try mixing up with the boys group, I am wondering if the girls might enjoy things more if we pull together an all-girl newbie group alongside the regulars.

Enter the conundrum: how do you set up a cool roleplaying experience for three (perhaps more) 11-13 year old teenage girls?

Enter Fate Accelerated... For Girls.

Fate Accelerated...

Fate is a very flexible storytelling game which has had a big make-over via Kickstarter. It's a fast-paced, adaptable, and easy-to-learn system for modelling... well, anything dramatic.

Fate Accelerated is Fate Core minus around 250 pages. It's super-lite, quick to grab and play, and designed for newcomers. What really appeals more, however, is that it's capable of handling pretty much any idea that's thrown at it... and it can do so while beginners do their learning piecemeal.

Fate can handle characters created in a few minutes using just two short phrases and six values. Come up with a High Concept and a Trouble for your hero: what are they all about and why do they end up in hot water? Order your six Approaches (how you do stuff) from Good down to Mediocre. You're set.

As you play, you are invited to add in two more Aspects (those short phrases that define your hero) and choose a Stunt (something cool that gives you a bonus). These can arise naturally from the story you're telling, so players get to choose them as they feel they've discovered something new about their character.

Fate is intuitive, simple, and allows details to emerge from play. 

...For Girls

The issue for me is that I'm trying to game with three (or more) newbie girls. Never one to wish to sound prejudiced about gender, I'm going to admit one thing: it's slightly daunting to know what to offer.

Chatting on G+ yesterday was interesting: male players make similar assumptions about girls. These include the belief that girls will downplay violence, want to be more collaborative, and seek to play feisty Princesses. Hmm.

All I know for sure is that these girls already enjoy adventure stories. They are readers of fiction. What I am hoping is that the love for stories will translate into a love for storytelling.

To be honest, I think that the best approach will be to go with a blank sheet of paper and ask them what kind of stories they enjoy. From there, through a discussion, we should be able to begin to create some characters and a setting. It'll be down to me as GM to improvise the rest.

Bailing On The Boys?

Well, not exactly. Certainly, if this project gets any traction, I'll be dipping out of the boys' campaign. But I'll be sitting around 2 metres away in the same room, gaming with another group. That makes me accessible for their inevitable queries and interruptions.

In truth, what I've been seeking to do is take a group of players into the hobby and make them independent. Right now, with their own budding GM, the lads are starting to fly. One session without me certainly won't hurt. If the ladies like playing, which I hope they will, it's no big deal to have me drop aside longer term.

To be honest, I think the boys will actually enjoy the freedom to play.
Game on!

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Sunday, 3 November 2013

Of Icke's World and Traveller-U

Icke's forthcoming book... a sourcebook?
Earlier this week I was in a really bad place with the hobby. It's amazing what a difference a few days, lots of effort, and a really successful playtest session can make to my mood.

Today, as I ponder what I want to focus on, I realise that there are two distractions in the way of my return to writing for the Tikhon fantasy game ready for Friday's game: Icke's World and Traveller-U.

Icke's World

Icke's World is a concept that I have for that conspiracy-horror-weirdshit setting I keep mentioning.

David Icke is one of my favourite "conspiracy theorists", to use the commonly bandied around phrase. As far as I am concerned he's either completely right or a very mistaken, if sincere, fool.

The premise of Icke's World is simple: what if David Icke is right? That makes for a fabulous conspiracy game. It also allows you to explore his writings as source material, testing out the practical upshot of his claims. For me, at least, that sounds like a lot of fun.

Think about this: Icke claims that the real world is an illusion (think: The Matrix) and that we have all, in fact, forgotten who we really are. We are Consciousness taking a trip through one viewpoint in our mind-body constructs. There is a conspiracy of power to delude us into believing that "we", as individuals, exist in a limited time-space holographic world.

Imagine the characters: you can take an Average-Joe type hero and allow them to have a series of Realisations. Each of those Realisations opens up new abilities to first "see through the illusion" and then, later, to learn to do cool things with "reality". Sort of Psi-powers mixed with Hindu-mysticism.

As for the stories, WOW! Icke has blended every conspiracy into one uber-Conspiracy. There is a whole world of possibility for investigations and counter-conspiracy action. For me, it's the characters as counter-insurgency "freedom fighters" that really appeals as a schtick.

Let me know what you think.

Traveller-U

Traveller is my favourite SF setting for gaming. It's rich and very expansive. Having recently obtained (after years playtesting) Traveller5, I have been dismayed to feel like that game is too clunky for me. Going back to Mongoose Traveller is an option... but another option is to run My Traveller Universe using UbiRPG.

It occurs to me that only a few things are needed to make a game conversion to UbiquitousRPG:
  • Create some Role templates
  • Create some Race/Species templates
  • Create the equipment, such as weapons and armour
Other than that, most of the system is generic and you can easily make tweaks to support the specifics of your setting. 

That last point is an important realisation: you can tweak the rules to fit the setting. UbiRPG isn't a "generic" system, and it's not designed to be. What it is instead can be described as a homebrew baseline rules set; from this baseline all manner of specific tweaks can be implemented to emulate your chosen setting.

I can just imagine finally getting that adventure on the Solomani Rim because my regular players are already becoming familiar with the rules. It's just a step in setting. 

There... now I've said it, maybe I can get back to the Tikhon prep.
Game on!

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Sunday, 6 October 2013

Shadowrunning

This week has been an eye-opener in relation to a setting that I have, until now, never really got into: Shadowrun.

Harebrained Schemes have created a surprisingly entertaining game, Shadowrun Returns, which I got playing this week. Admittedly, I'm playing the iOS version (which only has one campaign and no editor)... but it has been cracking fun!

Sitting on my shelf for the last month or so has been the Shadowrun5 rulebook. This tome is beautiful and seems very complete, if a bit arcane in some ways. Using the Quickstart Rules (link above), however, you get to use some pre-generated Shadowrunners and push yourself through an example encounter.

These two elements, Shadowrun Returns and Shadowrun5, have me itching to investigate the game further. Although set in different period of the Sixth World history, each has drawn me deeper into the techno-fantasy that is Shadowrun. I know the teen players at the school would love it... and I'm pretty sure the home group guys would enjoy it too.

So... what to do about it?

As with all new games, I need to have a run-through. Quickstart characters, short mission, and some willing victims  friends. But I also need to consider what a break from the main action of our existing campaigns might mean.

How do you handle the desire to try something new? Do you break from a campaign... or set up a one-off game day... or do something else?

Right now, I'd appreciate some advice.
Game on?


P.S.: Have you seen the promo vid?


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Sunday, 29 September 2013

Trekking Through The Mirror, Darkly

Yesterday I watched the fabulous double-episode of Enterprise entitled, "Through A Mirror, Darkly".

This was the inspiration. I needed it. It needed me. We met and it was geek heaven.

My Dark Trek game needs to begin in the Mirror Universe. An alternate Mirror Universe, however. And then we're going to clash with an alternate Federation-Trek Universe.

Confused? Fabulous!

Mirrors

The original appeal, at least to me, of the Mirror Universe is that characters can act on their passions and selfish ambition. Just like in a regular D&D game.

But in Trek, you get to put passion and selfish ambition behind a phaser. On a starship. And fight Klingons!

Can you imagine how cool it would be? 

Player's could form alliances based around faction loyalty. Are you the Captain's man, or are you backing the First Officer's bid to assassinate her? Are you loyal to the Empire, or are you secretly a rebel looking for a chance to strike back at the Empress?

Let's set it some time after the Empress has taken power using the USS Defiant... yes, let's incorporate the imagery from the latest Trek movies but place it all in the hands of the Terran Empire! Is it time for the war between the Empire and the Klingons? I think so! 

All in our own alternate... where anything can happen. 
Our Mirror May Differ.

Federation-Trek?

Why not plan to incorporate antagonists from the pesky do-gooder Federation Mirror? But a Mirror to our alternate Mirror, methinks. That allows the latest Trek stuff to be rendered faithfully... and then twisted too. What if the war can span two dimensions too? Wouldn't that be cool?

The aim here is to introduce a really fun setting and then, through the interference of the Federation lot, show the players who the bad guys are... hold up a mirror, so to speak. 

We all enjoy the game where we get to fire phasers, beat up on weaker opponents, and take what we want... or at least, given the popularity of fantasy RPGs, that's how it seems to my eyes. This Dark Trek idea allows us to then throw stark light on that scenario... and reveal just how far we might have fallen.

Regular Trek games have too many limits to be fun - Prime Directive, for example. Mirror Trek throws all that out of the window and offers us unfettered play time with the cool shticks of the universe... without all the tedious moralising. Until the "good guys" show up from the Federation. And we waste 'em!

Game on!

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Sunday, 15 September 2013

Dark Trek Returns

Ever since J.J. Abrams took the Star Trek franchise and revitalised it through the most recent movies, I have been itching to run some games in the setting.

When a couple of friends also started to engage me with requests to run a one-off Star Trek game, I found myself thinking about how I might do it.

Your Trek May Differ

If there's one thing that Abrams has reminded us it's that our Trek can differ from the franchise.

It's a lot of fun to take the setting, key characters, tech, ships and species of Trek. It's even more fun when you're not bound by the official canon of events.

My idea is to set my Dark Trek campaign sometime around the birth of the Federation, as the "Enterprise" series ends and the movies begin. Running one-off, high-stakes and very high-octane stories which move forward through the early era of the Federation would be very cool. What would be even cooler is if the players were aware that "Your Trek May Differ".

Do the player's provoke a war with the Klingons? So be it. Let's play it out.

Or do they damage the fledgling alliance of worlds that is the new Federation? Let's work out the consequences in play.

What I want is for the players to feel that every decision they make can have potentially big consequences. This is, after all, what Trek is all about: heroic characters who make decisions that affect the galaxy.

Booting a System

My only barrier right now (other than finding time and a group to play it) is in deciding which narrative-style game I want to run with. I've narrowed it down to two: HeroQuest2 and Cortex Plus. The latter is probably going to win.

Narrative, you say? Yes.

At heart, I'm a gamer-simulationist. I've played Trek with FASA, GURPS and d20. The truth, however, is that TV and movie properties feel better within the framework of a narrative engine. Things have to "feel" right... and that means that the "reality" of the setting is actually beholden to the "believability" of cinematics, not hard science.

I'm taken with using the Cortex System Hacker's Guide... a good dose of Cortex Action blended with some of the new Firefly RPG stuff... and a few tweaks of my own. Unless I get lazy and just bust out the much simpler to run HeroQuest2.

Anyone for Dark Trek? I might just have to see about having that one-off game after all.

Game on!

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Sunday, 25 August 2013

Leverage, anyone?

We started watching "Leverage" yesterday. This US TV show was a roleplaying game long before I even heard of it as a series - which just goes to show how in touch with TV we can be at times. 

As one of the Cortex Plus games, I picked up the rules around the time of backing the Cortex Hacker's Guide... but never really understood why it'd be fun to play. Now I think I get it.

Enter the Heist

As genre's go, the Heist is a time-honoured one. You know, the "caper"... the "hustle"... the "con". What it's all about is smart plans, cool gizmos and high action. We were hooked.

In roleplaying terms, this is the realm of action heroes with sassy lines and cool schticks. One of my groups' longest and most successful campaigns used a lot of the elements of the Heist, so although I'd never played in or run a specifically Leverage-style game, I felt at home with a lot of the tropes.

What's this got to do with anything?

Gamers Like Things Cool

As gamers, we like our games cool. We like slick heroes with cool gadgets and sassy attitudes. 

When talking to my co-developer, Scott, in video chat yesterday - all on the topic of our SF campaign setting - it was important to remember that gamers likes things cool. Later that day, watching Leverage, was a neat example of how to do so. Whilst TV and RPGs are very different mediums, it was good to take a few notes.

Three Things Leveraged

Firstly, I liked how the Leverage team features five operatives who don't like to play nice with others. Each is very talented at one thing - whether the Hacker or the Grifter - but, as the boss says, while each of them knows what they can do, only one person knows what all of them can do. How like roleplaying is it to conceptualise characters with very clearly defined expertise and seek to bring them together as a team?

Secondly, I was struck by how cool tech and tools were used but were not the focus of the action. Tools were just that - tools. The focus is on how the characters use those tools in the process of delivering their plan. While cool toys and effects are... well, cool... let's not get over-focused on them. The real joy in the game (as in the story) will be in what the characters do with them.

Lastly, I was pleased with how planning and backstory was accessed by use of  flashbacks. This kept the focus on the action part of the story, and dripped in the stuff you needed to know to understand the plan. This is harder to do with RPGs, but one idea that came to mind (especially for a demo or first mission) was creating a plan and having the players execute it... and then forcing them to solve the problems that arise when the plan doesn't work as expected. The focus would be on the action and the decisions players make to compensate for the unforeseen. It'd be a nice change from the usual long set-up necessary with many caper-orientated missions.

If nothing else, at least I now know why Margaret Weis Productions got into that license. Game on!

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Saturday, 13 July 2013

Inspired by Hargrave

Don't judge a book by the cover... gems within!
"Well you can't please everyone, nor do I try to do so any longer." - David A. Hargrave, Arduin Trilogy (p12), on the topic of his new Hit Point system.
I really like this quotation. I discovered it just the other day while perusing the Arduin Trilogy from Emperor's Choice Games. It's one of many little gems that sit within the chaotic collection of suggestions that David A. Hargrave offered back in the 70's and 80's. 

The thing that I really like about that quotation is that it sums up the general attitude of this legendary GM towards the attitudes of others. He happily ran a very successful series of campaign set within his own created multiverse (note: not a single world, but a whole multiverse) which is now known as Arduin. His fans loved him... and he published his ideas in the spirit of sharing and recommendation. I am sure that, if he lived today, he'd have a cult following for any blog he wrote. Yet... he had detractors.

Hargrave doesn't seem to have allowed negative comments to phase him. He was running his own game, derived from D&D but very much customised to his own tastes... and those of his gaming group. He was supremely confident (at least in print) that his ideas were good. And, looking at them 30 years later, I am inclined to agree with him.

"Take a Troll To Lunch"

"As far as my multiverse is concerned..." - David A. Hargrave, Arduin Trilogy (p13), on the topic of languages.
I've long been aware that, as a GM, you are encouraged to customise your game. This is a given in roleplaying circles. Except that it's actually rather rare.

"In my Traveller universe..." has long been something that I have understood and dreamed of implementing fully. Hargrave's approach to fantasy gaming goes further - he utterly customised the game to suit his own style, evolving a new game to fit his own new setting.

A couple of weeks ago I also took the first step in this direction. When I drafted up UbiquitousFantasy, a derived but modified blend of OSR rules, I was initially trying to widen the scope of my own homebrew game. Yesterday, however, I read this:
"Don't be lonely, take a Troll to lunch. The world is a smaller place, but it is smaller still in relationship to the myriad worlds of the entire Alternity (alternative eternities). Do not be a small player from a small world. Embrace the whole Almanity, and give the different types [of character options] a chance. I think you will find that the world your game is in will become a lot more fun if you do." - David A. Hargrave, Arduin Trilogy (p10), on the topic of his new player character types (or classes).
Having spent time customising our campaign world in include, among other things, a Witchfinder based on the specific setting details that my players had suggested in-game... well, you can imagine how liberating that encouragement to try new things would feel.

It's your game. It's your rules. Even if it's not your world, it's still your version of that world.
Go play.
Take a Troll to lunch.

Heading Out Deeper

Have you ever considered how much your players would enjoy finding themselves playing in a truly unique and personalised game? Certainly we tend to like to use a recognisable set of rules when we first play... but, once a group forms, isn't there an argument that whatever happens at your table is really your business?

Think about it: once a group forms, you are under house rules from the get-go. Once a game is running, we tend to make small tweaks to even the slickest system. Why not be brave and go further, incrementally moulding not only the setting but also your rules to fit your own, unique group? I wonder if that might not be a more rewarding outcome for everyone.

Here's a thought:
"Please try some of the rules that you have doubts about in game situations and game play. Only through actual play testing can a rule or situation be fully explored. We have been doing that for years now. Anyone can pontificate on rules and worlds that they have never tried, and can never be proved wrong because the proof is only in the play." - David A. Hargrave, Arduin Trilogy (p35), on the topic of rules questions.
Can we be brave? Who's up for taking that Troll to lunch?

Game on!



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Sunday, 30 June 2013

UbiquitousFantasy

This week two elements have collided and produced a whole new adaptation of an OSR-style game. 

On the one hand, inspired by my desire to blend the best elements of Castles & Crusades with Monsters & Magic, I found the time to draft the basis of something new: UbiquitousFantasy

On the other hand, inspired by the emails of one of my keen players, I've been seeking to further develop the fantasy world that we're currently playing in. Taken together, with a big dose of effort on my part, I've managed to put together something that excites... and which I hope will excite my players.

UbiquitousFantasy

We've been playing Castles & Crusades for a few months now. It's great: easy to play, easy to learn, lots of good and solid material. We like. Except that, having upgraded to Level 2 and being well on the way to Level 3, my players commented that there are really very few benefits from levelling up: in other words, it's a bit bland. That got me nervous about the longevity of playing this system.

Plus there's that pesky d20. Regular readers will probably realise that I don't like the randomness of rolling one die for action tests. For a long, long time I've fancied trying out 2d10 instead of 1d20... so yesterday, in a fit of creative energy, I wrote that into our house rules. That was how it started.

While I was in the process of writing house rules, I thought, why not introduce some of the other things that I've been mulling over for a while... and solve that blandness problem to boot? Inspired by Sarah Newton's ideas about Traits, I've modified the way adding the Level bonus works: in short, you get it when you invoke a Trait from your Race, Class or Personal Background. 

Taking things further, and inspired by the conversations with players, I also decided to re-write the classes to fit this change... and to introduce some Specialised Classes (or, to use another term, some Sub-Classes) which are customised to our fantasy setting. It was easy to do... and a lot of fun! Now we have options for a Lightbringer Paladin, a Ranger of the Wild, a Brotherhood Assassin and a Lightbringer Witchhunter. Each blends elements from both the C&C and M&M classes into something... different.

Finally, at least for now, I decided to adopt the idea of an Invocation Test for the Clerical Miracles (my new words for, "making a magic test to cast a clerical spell"). This forms the basis for a cool rule on organising Rituals with many participants and miracles which are upgraded by particularly high Invocation rolls.

Tikhon

Tikhon is a popular saintly name in the Russian Orthodox Church, meaning "hitting the mark". As the setting we're playing in has been doing just that with the group, it seemed a cool name for the world. Welcome, therefore, to Tikhon. 

On top of this, working with the players on their character backgrounds, I've been gathering more and more detailed material for the world. As the players work with me on creating the setting, it is long overdue to codify what we have so far. Thus, this weekend, I'm beginning just that process - typing up the notes.

What's cool is that their ideas, as players, are fuelling my creative process... in truly collaborative style we are producing something far more interesting than might have been expected. Combining this creativity with a desire to customise the game to fit the setting, rather than forcing the setting into a generic rule set, is not necessarily innovative... but it is something that I've never managed to do before. I've even gone as far as to commission a map for the area we've been playing in.

Being Bold

There's a massive risk involved in all of this: it might not work as well as we hope. The challenge, at least for me, is to be brave and bold. If past gaming failures have taught me anything it's that you can't keep doing the same things over and over, hoping that something will click. 

What has made the one-off Hunt for Gerulf adventure turn into the birth of the World of Tikhon has been boldness: a decision to wing a game off of a one sentence premise gave us Mortenburg and Gerulf's Raiders; another decision to introduce clues to the Moon Gate led to the birth of a conspiracy tale. The courage to listen to the players is leading me into a brand new and exciting setting, played with some customised house rules.

What's next? Well, next week's session is looming... will this all pay off? Fingers crossed... but you can't go through life wondering what might have been, can you? I reckon it's much more fun to risk failure on the opportunity of creating something really cool.

Game on!


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Sunday, 23 June 2013

Of Monsters & Magic

Because of the way the game felt on Friday night, I was feeling rather despondent about our fantasy campaign. I wasn't feeling at all happy with the game I'd run. 

Weirdly, however, some thoughts and reflection have opened up some fresh ideas that I wanted to share with you... and it's mostly inspired by a woman I've never met...

Meet Sarah Newton

I'd never heard of +Sarah Newton until about a week or so ago. She's an author and gamer, the founder of Mindjammer Press. What grabbed my attention was a G+ post about her game, Monsters & Magic

Having read a preview article or two on the website, I was tempted enough to download the .PDF of the game. I am hugely glad that I did... not least because it has inspired a whole raft of thoughts that I hope will be inspiring improvements in my fantasy and SF roleplaying experience.

Monsters & Magic

Sarah's game takes the OSR material from classic D&D and makes it possible to adapt any addition (whether past or present) to a more modern style of play. She describes it as, "combining the atmosphere of classic fantasy games with modern RPG mechanics."

Last weekend, having begun to read Monsters & Magic, I was inspired! What struck me so keenly has been the encouragement to take Sarah's game engine and customise it to suit my own fantasy worlds... nay, even my SF ones! 

What's so inspiring?

In truth, everything and nothing.

There are three things that I like about Monsters & Magic:
  • Replacement of the d20 with 3d6... but retaining the same old familiar stat values.
  • Addition of her innovative new "Effect Engine", in which new RPG mechanics meet old.
  • Encouragement to customise and personalise your fantasy experience without breaking the game.
On top of those, I really like the fact that she wrote the game with only about four experience levels of play in mind. Right there, on page 4, lay the things that really set my mind to wondering:
"While Monsters & Magic is a standalone game, we anticipate you’ll use it with your favourite classic fantasy RPG books — bestiaries, spell books, equipment, magic items, and adventures. So, we’ve provided enough spells, monsters, equipment, and magic to take you to roughly the 4th level of play — but assume you’ll also incorporate material from your favourite classic fantasy resources to support your game."
And also:
"Monsters & Magic is a modular ruleset. You don’t have to use all the rules: if you have a favourite old school rule you want to use instead (say, different experience levels, or rules for treasure), then go ahead and use it — you won’t break the game."
The game actively encourages that which most RPG publishers avoid: take stuff from wherever you like, fit it into this game system, and make it your own.

That's the thing that set me to thinking...

Generic Doom

Most D&D derivatives (including Monsters & Magic) are generic: they present a framework for playing exciting fantasy roleplaying games in a broadly medieval style setting. The assumption is that the GM will make the game their own and colour the world in their own shades. In my experience, however, this is usually done in the most cursory manner.

When we began playing Castles & Crusades, the system we decided to use for our current fantasy game, the appeal was simplicity and ease. Having just run a playtest of the new Rolemaster, my guys were hankering for an easy-play Friday night escape game. Realising that you have to run the game the players want to play, I opted to keep it simple.

Things had been going well: four or five sessions under the belt, the birth of a new homebrew fantasy setting, and highly engaged players. The combination of the advice from Brian Jamison's "Gamemastering" and the simple rules from C&C were a great starting point.

What has gone wrong, however, is that I've been labouring to run another D&D derivative generic setting. Having limited time, I've not really begun to really tailor our game to my own tastes as well as those of the players. Gloomy and bored, I approached Friday feeling that something was missing... and it was noticable.

Customised Encouragement

Sarah's game reminded me that, no matter what I play, I need to be able to customise it. Monsters & Magic is the game that, although built to support whichever generic fantasy you want to play, actively encourages (nay, requires) you to customise. Thanks, Sarah - because otherwise, it's fair to say, I think our campaign would wither and die.

Here are three things that Sarah has inspired:
  1. Customised Sub-classes: Ian plays an "Assassin". I want to give him a buzz and offer him rules for the "Witchfinder" that he is actually playing, designed just for our game.
  2. Customised Traits: Mark plays a Cleric. I want to give him some specific abilities that reflect his role as a "Priest of Helles, the Lightbringer". 
  3. Customised Setting: We're playing in our world. I want to import ideas from several other OSR games, blending in materials that will make this our own.
All of this is possible with Monsters & Magic. Heck, all of it is possible with Castles & Crusades... but I don't really know how much that'll affect the balance of things. 

With Sarah's game, well... "you won't break the game." 
If you've not yet had a look at it, I recommend it... right now, it's a $10 download.

Game on!








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Sunday, 16 June 2013

Dawning Serene

Last night I hopped online for a very productive video chat with +Scott Templeman, a long time friend and fellow gamer.

We've been chewing around some ideas for a cool SF setting, dubbed "Serene Dawn", for some months now. Our chat was all about how we are going to make it a reality.

Serene Dawn

To be honest, the name comes from a starship that was created for playing in a Traveller game set along the Solomani Rim, sometime around two years ago. The campaign I wanted to play never got launched so the name was shelved. Still, it kept nagging at me.

Last year, as I was fiddling around with the idea of creating my own RPG system, I began to chat online with two old friends - one of whom was Scott - and we concocted a plan to create an SF setting that was interesting. 

Things were ticking over fine, given the heavy schedules of everyone involved, until around 8 weeks ago when we came to an abrupt all-stop. In short, people simply weren't around.

Serene Dawn began as a near-future SF setting with a couple of interesting hooks. Firstly, the expansion of humanity was just about to be made possible by the invention of a slightly different style of Jump Gate; secondly, we decided that we wanted to increase the balkanisation of Earth through the continuation of current political trends towards micro-nations. Nothing overly exciting, but a start.

Interestingly, when we began to plot a first game, we ended up setting things off-world on Phobos. In my previous article, Phobian Nights, I mentioned some of the details we came up with. By now, however, the setting had evolved towards science-fantasy and was becoming... odd.

We also involved my home gaming group in a failed attempt to create a campaign in the setting using T5, getting as far as rolling up heroes. To be honest, in retrospect, I'm glad that tanked in favour of the current fantasy campaign we're playing.

But...

New Directions

Last night we had a frank chat about what we wanted to play. The consensus fell upon creating the first of a series of "modules" in the setting, initially focused on what interests both Scott and I: the exploration game.

Oddly, having spent the evening tossing around thoughts and ideas, I came away with the sense that not only did I want to develop the setting but that I wanted to custom-build the game engine to run it. As regular readers will be aware, I have been abortively developing the Beta RPG over the past couple of months... but that project had stalled because something wasn't quite right.

Over night, however, I dreamt the solution. Arising early this morning I typed up the beginnings of a new RPG system which blends elements from several places all into one reasonably light set of rules. With that thrumming in my head, I have found myself suddenly unblocked and imagining things in the Serene Dawn setting too.

It seems odd, perhaps... but, at least for me, the system is important to get out of the way before I create. I need to feel that the game I am writing is doable with the tools I have to hand. 

Scott's Requests

With the new game engine (dubbed the "UbiquitousRPG") in draft format, I have been able to turn my mind to the requests that co-creator +Scott Templeman has asked me for: Bruxx and Conveyors.

Bruxx are a genetically-engineered collection of rat-derived sentients that we postulated late last year. The idea seems to have really bitten Scott as he raised it as the No 1 thing he wanted me to develop. His argument is that, whether the whole setting works or not, this species is the kind of element that you can develop and slot into almost any other SF setting. And he reckons they are interesting too.

Conveyors came out of the discussions about the Jump Gates in the setting. In short, we have some very large starships which can leap to other star systems via the assistance of a Jump Gate. These large craft are called Conveyors because they tote either cargo or smaller, non-FTL capable ships from system to system. Imagine a kind of regular transport liner which jumps from system to system, picking up cargo and dropping off deliveries at each waypoint, and you've kind of got the idea. What makes them cool, though, is that they are controlled by one faction and used at the forefront of exploration too.

The suggestion is that we develop these elements of the setting, alongside some details on exploratory proving teams, to provide an introductory "module" ready to play. Ever ready to run an interesting new campaign, I'm up for that!

Why tell you this?

Well, partially because I'm excited about developing something new... but mostly because we also realised that this project is about something more than "just a cool new game idea". 

Scott and I really want to put our heads together and create something that "gives back" to the hobby we have played and loved for many years. Feeling like a kind of movie critic for RPGs, we both feel that we'd like to experience the joy and pain of trying to create something to share with other gamers.

It was a dear friend in 2004, while we were at Origins in Columbus, Ohio, who suggested that I ought to develop my own RPG system. He was right... but I've not been able to do it yet, despite at least six attempts. Along the way I have been told by several players and gaming friends that they have been surprised that I have not published a thing for the hobby, despite my foaming addiction for roleplaying. I guess, talking to Scott last night, that I realised just how much I really want to have a crack at this thing.

So... why tell you? Because I need support and encouragement. I need editors, illustrators, map-makers, layout artists, critics and supporters... but most of all, I need to know that someone might think it's not such a stupid idea either. And I need some players.

Gaming Online?

This is the project to try something else that's new for me too: online tabletop roleplaying. I've got an account with Roll20 but I've never used it. Now's the time.

Are you an avid roleplayer who fancies coming to play in the SF setting we're putting together? Fancy coming along with us to discover how the first exploration mission might pan out? If so, drop me a note or a comment and let me know. I'll be happy to try to include you in our first games.

Serene Dawn is born. Game on!





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Sunday, 9 June 2013

Three RPG Setting Tips

Reading through Shadowrun (20th Anniversary Edition) this week, I was struck by two things: firstly, at the well-described and well-presented details of the setting and, secondly, at how the setting has evolved over time.

There is a level of verisimilitude is the stories and setting details described. The Shadowrun book opens with 59 pages of background, stopping only briefly at the opening to tell us what roleplaying games are about. You are immersed in details and stories, should you choose to read them. It's a delight!

Additionally, Shadowrun has rolled with the punches that technological development gives to an old Cyberpunk setting. In an increasingly wireless world you read about a wireless future - one written some 4 years ago just as the wireless world was getting into first gear.

These developments seem to both respond to technological development as we know it but also to the needs of players of the game: this iteration of the game fixed many problems with the older version... and the next iteration, the imminent Shadowrun 5, purports to do the same.

For me, it's a cool setting made so by attention to setting details. That's what got me thinking this week...

What makes a setting feel immersive?

Let's get the elephant in the room out of the way: Shadowrun has had 20-odd years of play and development behind it. Any setting that we create might be brand new. We can't ignore the fact that time spent in a setting allows time for the setting to develop and take form. And this wasn't always a cool game... it had a dark night too.

Yet... the question is a useful one.

Reading Shadowrun what struck me most was the attention to small details. Little out boxes with lists of brand names for night clubs are a nice example... and inside those clubs, lists of the top drinks and their nuyen prices. I didn't spend much time on those boxes but I was struck by how immensely useful such little details might be when you're trying to bring the setting to life.

Second on my list would be the use of one viewpoint to present the over-arching setting history. The style was engaging, written as a primer for wannabe Shadowrunners, but also implied that what you were hearing might not be the whole truth. There were multiple plot lines and event sequences described, giving the impression of the third thing that I'll talk about in a moment. What I liked about the style, however, was that by combining this narrative with three longish pieces of fiction the authors presented a world from at least four different viewpoints... and made you want to go and explore it for yourself.

Thirdly I would mention the idea of ongoing plots... metaplots, if you like. These are overarching campaign-scale plotlines that, I am assuming, have been part of the Shadowrun experience provided by the ongoing release of supplements. That is to say, there is a story being told through each release. This is pretty much confirmed by the publication of Storm Front recently:
...Storm Front summarizes and updates the major ongoing plots in the Sixth World, while introducing a new thread that will shake the world in the near future.
Meta-plots are something which I always had mixed feelings about. When I worked for GW (many moons ago) I was involved in running two of the annual Warhammer 40,000 global campaigns, developing and presenting a new meta-plot within the setting. At the time it was both exciting to be creating new stories through our gaming... but it was also something which annoyed a lot of fans. While some folks love the ongoing development of the setting through story, many are happier with the status quo.

Nowadays I feel that, although I've missed out on all the stories told in the Shadowrun line past, the sense of life that these tales give to a setting is powerful. Thinking back across the years of gaming, Traveller did this too... and, love or hate the Virus, it was a big and powerful part of what made that setting cool too. The fact that games like D&D have cottoned onto this in later years is testament to how effective it can be in involving fans. Narrative breeds narrative, after all.

What about our games?

First of all, I realise that I need to focus on my stories at these three levels of detail: 
  1. Micro details that add a sense of reality to the game.
  2. Viewpoint sketches of historic and present conflicts.
  3. Having at least one meta-plot bubbling away.
Making a list of possible brews that fit our fantasy taverns, or making sure that the SF setting has a selection of cool Corporation names seems like basic GMing. Yet, and this is a hard truth, I don't make the time to do this... I wait until I need a detail and then throw it out there. Designing some useful micro details and using them consistently will help to bring the game alive. I think I'll listen to the questions that players ask to guide my writing, though - no point creating something you don't need.

Writing up sections of background from a single viewpoint, or of a few different viewpoints over time, is another nice technique. I tend to opt for third-person top-down descriptions of history. It is far more effective to create a viewpoint character and write things from their more limited but much more interesting standpoint.

Finally, and this is easier for me that I realise, I need to have one or more active meta-plot lines bubbling away. Whether in fantasy or SF, things larger than the heroes will make the worlds seem more alive and real... and threatening. It also allows the heroes moments in which they can step up and take an action within that plot, affecting it for good or ill. That's the stuff that legends are made of... and that good roleplaying cries out for.

What about you? Do you think I'm onto something? Is there something I missed? 
Let me know by throwing a comment when you've time...

Game on!


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Saturday, 1 June 2013

Of Traveller and Shadowrun

People who know me, or at least who read this blog, will realise that I consider myself to be first and foremost an SF roleplayer. Truth is, however, that the last time I played in or ran an SF session was several years ago. But I digress already...

As an SF roleplayer (at least in theory) I have been wondering why it is that I have always focused on hard-SF or serious-SF games, such as Traveller, and never played Shadowrun.

With a new edition of Shadowrun in production (see Catalyst Games' website: http://www.shadowruntabletop.com) and due in the Summer, I've been delving into the system a little more than I have previously.

Shadowrun 5

Yes, there's a new edition of the game coming out. There's also a tabletop skirmish game, a card game and a computer game coming - the Year of Shadowrun. With some curiousity, having bought the 4th Edition back in 2004/5, I have been reading the Preview Files - there are 3 out at present, and they are free to download.

Shadowrun 4 didn't resonate with me. At the time I wasn't interested in a fantasy-meets-cyberpunk setting. The art was too cartoon-like and seemed to not treat the idea of urban fantasy seriously enough for my taste. Nine years on my attitudes have obviously changed.

Shadowrun 5 seems to resonate. Why?

Fantasy versus Science-Fiction?

For me the two genres have been separate in my mind. I have used terms like "Star Fantasy" or "Urban Fantasy" to talk about the kinds of games that I want to play... and ignored Shadowrun's blend of SF. 

That seems odd, when I think about it.

Yet, when I read Traveller5 I felt disappointed by two things: 1) the dodgy nature of melee combat; 2) the lack of a decent Psi / Magic system. I never expected Marc Miller to include a magic system... but I was deeply offended by his dismissive and offhand treatment of Psi. Offended? YES! 

You see, in recent years I have come to regard the position of scientific supremacy as questionable. I have at the same time been having a lot of fun with fantasy elements in my gaming. When you bring together my doubt in the Scientific Priesthood with my love of a good fantastic yarn, you get something that isn't Traveller. It's something that looks more like Shadowrun.

A review, attributed (spuriously) to "Joe Chummer" on amazon.com, begins:
Shadowrun can be distilled into three important words: "Magic cyberpunk noir."
I like this description. It appeals to me... and it makes me want to grab a character sheet, a handgun and a spell book. Magic cyberpunk noir.

What do I want in my SF?

It's weird. I started writing Serene Dawn recently and I included magic, angels, demons and conspiracy in my top five elements... the fifth was an "alternate future".

I'm not so sure about Elves and Orcs with guns and cybertech... but, so Joe Chummer assures me, Shadowrun will suit my tastes:
If you're looking for a sci-fi RPG you can really sink your teeth into, this is the one. Shadowrun is quite possibly the richest, most detailed, and most beloved sci-fi RPG setting I have ever played. The way the rules and fiction are presented in this rulebook quickly dispels the "cyberpunk with namby-pamby elves" stigma (which usually originates from people who write off the game without really knowing anything about it). On the contrary, this book makes Shadowrun's world of magic and technology come alive.
What's odd to me is that this change has taken me around 30 years to notice. In fact, looking back, it's not really a change of taste... just of attitude.

When I was playing Star Frontiers back in the 1980s I was indulging in pulp SF. It's not too big a leap to my position today, really. It's just that my attitude to mixing fantasy with science-fiction has finally let me accept the concept without sneering.

This lends me to think about my intellectual snobbery once again: why have I, for so long, seen fantasy gaming as a secondary and less serious indulgence than playing SF games? They are both made up, imaginary... dare I say it, fantastic?!

Is the scientific illusion so ingrained? Not any longer, it seems.

Thank you, Shadowrun 5! You've opened up my eyes to something fun!

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Tuesday, 28 May 2013

How's Your Faction?

One of the things that is missing from Brian Jamison's "Gamemastering" is a discussion of factions.

Although Jamison is very good at emphasising the need to focus on the player characters and their own personal Nemesis, it's important not to forget that there is a wider world or universe surrounding the actions of the heroes. 

Factions are a nice antidote to becoming over-focused on the heroes... a trait which can lead to the players believing that only what they do matters.

Factions

This piece of GMing advice landed on my bookshelf from within the excellent Imagine Master's Manual (which, at the time of writing, is a mere $14.95) back in 1999. I've written before (on another blog) about the very strong "Gamemastering" section in the book, and this particular technique.
"Conflict is at the heart of every story. Without it characters are going through the motions; living without a common purpose; or worse, arriving at their goal with little challenge. The party itself is the simplest faction in any game - a band of noble or ignoble few who stand against capricious fate...
...Fledgling Gamemasters often ask what it is that makes a setting interesting, but believable. While piles of statistics (the facts and figures) can be useful, they are shadows when compared against the factions in your setting. It is factions that create conflicts, story line and even history."
This quotation from the Master's Manual outlines very clearly what factions are about: groups of beings who band together to obtain or protect their interests. The heroes are one such band... but it's the other factions who will make your setting sing.

Mortenburg Chronicles

Our current fantasy game is set in and around the small town of Mortenburg. It began with a simple mission for the heroes: bring back the head of local brigand, Gerulf. Now, after several sessions, the heroes are about to return with the head of the bandit... and they are still wanting to play. Our one-off has begun to bloom into an ongoing campaign.

As GM the problem arises: I don't know what to do next. Certainly while Jamison's advice to look to the heroes' goals and the GMCs (Game Master Characters) is good, I remembered that the best next step I can take is to write down the settings' factions.

By way of a partial example, here's what I've done to dig myself out of the mire of uncertainty.

Faction List

Following the advice from the Imagine Master's Manual, I've decided on the largest area of influence in the campaign right now: the Barony of Faulstieff. Mortenburg sits on the edge of this territory, independent but closely allied to the Baron's family. 

The first faction is, therefore, House Stieff... the Baron's own family. They are led by the Baron himself and he seeks to maintain his power, perhaps extending it if opportunity arises.

Standing aside from House Stieff is the Mortenburg Council, led by Meister Eckhart. This coalition of landowners seeks to remain distinct and independent from the Barony... but they also need the trade of their neighbours. 

Threatening the Council are the raider groups surrounding them. To the north is Gerulf's Goblin tribe, now in decline (perhaps) following the death of their leader, Gerulf. In the south, in the Schwarzwald, lies the territory of Uter's warband. Both raider groups seek to plunder the trade caravans and farms of Mortenburg, hoping eventually to extract tribute... but Uter also seeks to conquer the town and use it as a base for more power.

Assisting Uter's bid for power is the Dark Elf Mage-Priest the heroes witnessed at the Moon Gate. Whilst I have determined her own goals, and those of her faction, I can't really reveal them here... but hopefully you get the idea.

Using Factions

All well and good, you might be thinking. How do we use these factions in prep? Simple.

The heroes may well choose to follow their own path. In my game they will perhaps seek to find out more about Uter and exact revenge for the death of Karl's brother, a stated personal goal that many in the group might be willing to help with. Or, instead, they may choose to travel to Faulstieff and report to the Bishop their discoveries in the caves. Or something else...

Yet none of their choices should occur in a vacuum. All around them the other factions are plotting, scheming and carrying forth their plans. What is Uter doing now? Having failed in his plan to ally with Gerulf's tribe, how will he respond to the change? Perhaps he himself will seek revenge on the heroes... or maybe he has bigger plans.

What of the Mortenburg Council? Will they be grateful to the heroes for killing Gerulf? How will they react to the news of Uter's involvement and threat? And what of the news of the Baron's head, picked up by the heroes at the cave? What will this development mean for their independence? 

How will House Stieff react to news of the death of their Baron? 

Hopefully you get the idea... each decision of the factions will create new circumstances and, potentially, drive new stories. What if the Council ask the heroes to take the Baron's head back home? If they accept, what will they encounter? If they refuse, how will their decision affect their standing locally? 

Factions will drive the action even when the heroes are dithering over what to do next.

Prepping With Factions

How do you prep for all of these eventualities? Simple. 

Make some decisions about how each major victory or defeat might affect one or more of the factions. I'd start with two questions:
  1. Who gains from this change?
  2. Who loses from the change?
The former faction(s) are likely to respond favourably to the heroes (should they encounter them) and the latter are surely destined to respond negatively. 

Choose the faction who gained the most and decide what action they take in response. Then do the same for the faction who lost the most. In our case, Mortenburg's Council gained the most from Gerulf's death... and Uter's warband lost the most. The choices of these factions will drive towards new actions and plans... and some of those might involve the heroes.

What if Uter decides to wreak revenge? No matter what the heroes choose to do next (and they must be allowed to choose), Uter is coming for them. Devise a plan and set up the things you need to know. When the time is right, and that might not be for some time, you can then drop the obstacle into the story. Does he send assassins? Create the combat encounter and, when the timing feels right, drop it on the party's head. 

Fun, fun, fun!

In Conclusion...

Factions are easy to add to your game. They add spice and detail to an otherwise 2D world that revolves around the heroes. Certainly the story should move around the choices the player's make... but not the whole world. Factions add the spice that will make the heroes' encounters seem all the more believable.

Game on!


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Saturday, 11 May 2013

Traveller5: Anyone for Awesomesauce?

Arriving home last night, having dashed through the traffic to be back in time to greet my inlaws who are visiting this weekend, I was excited to find that the Postman had delivered something... large.

Upon opening the beautifully wrapped package I was confronted with the reality of something that I have waited a very long time to get my hands on: Traveller5 had arrived.

In the box were the items shown to the right: T5 Core Rules (656 pages), Core Rules CD-ROM, Jump Drive (Core Rules on USB stick), Traveller Dice set (10x Black, 1 Yellow, 1 Red, 1 White), extra Traveller Dice, 2x Cr25 Imperial coins, Membership card for Traveller's Aid Society, Patent of Nobility as a Knight (in my name, customed to my own world).

Beta Playtester

I don't remember the exact day that I received my Traveller5 Beta CD-ROM. But it was a very exciting day.

This was the original draft rules for the game I now hold in my hands, ready for playtest. On that day I signed into the Beta Playtest Group online and the rest, as they say, is history. Admittedly, it was was long, slow and sometimes frustrating wait... 

Last night I told friends that I'd been playtesting this thing for something like 8 years... and, thinking about it, that wasn't far off.

What amazes me most - and highlights the genius of Marc Miller - is that things haven't changed all that much... at least, in terms of the big things. It has just been a long period of tweaks and edits. The slow, long aggregation of small, incremental improvements. Today Marc refers to T5 as the "Ultimate Edition" of his long-loved SF RPG.

What's so special?

First of all, this is the most complete edition of Traveller ever written and put into one tome. It's massive. Actually, in truth, it's too big.

Here's the contents page:
Thankfully, following the massively successful Kickstarter campaign last year, Traveller5 is expecting the "Player's Edition" of the book: a shorter selection from the Core Rules designed to deliver just what the player needs, leaving the main book as a tool for the Referee. Nonetheless... this is an impressive tome.

It's beautifully simple in layout and design. Black two-column text which evokes the feel of Classic Traveller. Yet this is no "Little Black Book". It's one of the thickest books of any kind on my shelf.

Oddly, it's a book that I'll not need most of for the majority of the time. Design some characters for your group, learn the very easy to grasp Task rules and Combat rules... and you'll only use the rest if you are building something for your game.

In some ways the sheer size of the book belies the simplicity of the system.

Not just the Official Traveller Universe

I'd like to point out that this game is not just for the OTU. 

Certainly, T5 is optimised for the Traveller setting. Yet it's is written to be the "ultimate SF game", not just another edition of itself. Marc has designed the game completely ready to be used in Your Traveller Universe. 

I've been using this ruleset to prep my group to play in the Serene Dawn setting. We did characters some months back... and then got side-tracked into a fantasy campaign. Last night, when the T5 book arrived, the question was asked by one of the guys: "When are we going to play Traveller, then?" 

Soon, I hope. It's just too cool to leave on the shelf.

Final thoughts...

Yeah, I know. This is an exciting book to receive and yet, given my chaotic approach to gaming, it's also not necessarily going to get used as much as it should. 

Traveller5 is something of a dream come true. As a long-term fan of the game, having collected every book from every edition and having played since I was a pre-teen school boy, this is pant-wettingly cool. Geekdom come home, so to speak. But it is a flawed dream. It is a game that is ultimately Marc Miller's creation... and Marc doesn't, in my opinion, always get it right.

I'll be hacking my own Psi system, for example. I'll also be adding a Magick system to suit my own game (unsurprising as this is not a fantasy game: ultimate SF system, remember). And I'll not be using most of the design rules very much because, for a lot of my gaming, eye-balling and winging it is my style.

But the core of the game is sound. I love the d6-based game engine. I love the background building nature of character creation. 

You'll hack it and you'll mod it. But you'll play it... when it's finally on general release, at least.

If you like Traveller then you owe it to yourself to add this book to your collection. It'll be coming on both electronic and hard formats... and the electronic files are not only the whole book in one .PDF but also broken down by chapter and sub-section. There is so much to enjoy...

Just make sure you get past the first 50-odd pages and delve into playing it.

Game on!



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Sunday, 5 May 2013

Phobian Nights

As we continue to develop the Beta RPG materials, I've been toying with ideas for a campaign that the development team have kind of injected into my imagination.

Phobian Nights is a sub-setting for our Serene Dawn science-fantasy imaginings. Set under the surface of Mars' most notorious moon, the theme is one of urban despair, dark intrigue and gumshoe investigation.

Inspired by Scott and Jon's initial character ideas for playing a game on the Martian moon, the sub-setting has begun to morph in my mind into something slightly more sinister than I perhaps initially imagined.

Phobos Station

Phobos is a Special Economic Zone within the Chinese State. It has a status similar to that of Hong Kong in recent Earth history.

Phobos is, in the greater organisation of the Sol system, the most important way-station. It is said, with some truth, that everybody passes through Phobos on their way through or out of the Sol system. As a consequence there are Corporate offices, significant orbital and port facilities, and all the attendant commercial support infrastructure you might expect.

A Moon Divided

Phobos features two types of colonial structures: Starsides and Underdeeps.

Starside structures are either domes (rare) or towers (usually) which face the stars; in other words, these are surface structures with extensive solar-collective glascrete panels which allow citizens to see the stars or Mars, depending on which side of Phobos the structure faces.

Underdeep structures are the more traditional extra-terrestrial dwellings which are constructed underground. This is simpler and allows colonists to take refuge within the easier-to-heat and maintain subterranean caverns. Underdeeps tend to feature massive caverns, filled with highrise and other close-proximity housing, connected by wide tunnelled "boulevards".

Chinese Angst

What really got me interested, however, were the almost throw-away ideas that the players came up with over the course of a video chat some weeks ago. It was all about the crime.

Crime on Phobos is dominated by the Chinese organised crime syndicates, usually referred to as the Triads.
The dominant crime syndicate is the Sun Yee On Triad ("New Righteousness and Harmony"). 

Adding to this, the guys suggested a couple of characters who act as private investigators. They were into the idea that they might know some Triad members, even have to fend off their pressure, but that they would nonetheless pick up the odd-jobs that arise from a corrupt and thriving port-settlement.

For me, the feel has steadily become darker and darker until I realised that this is exactly right. It seems to me that the inhabitants of this "brave new colony" would be... less than excited about the reality. 

Grey, grimy and grim. Phobos as the waystation to the stars... and the ghetto of the lost.

I don't know whether the guys will mind but, in truth, I kinda fancy a gumshoe-meets-futurepunk setting.

Game on!

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Sunday, 10 February 2013

The Valley of the Moon King

Arising from this morning's article, about the OSR, I've had a crazy series of ideas coalesce into something that might just work.

WARNING: 
Raw, untested, undeveloped fantasy RPG ideas!

This is being posted with the hope that someone might help me refine it.

Of course, it could just as easily be simple madness.

The Set-up

The Valley of the Moon King lies somewhere in a lost wasteland of a world now plunged deep into an Ice Age. 

In former days the valley was rich and verdant, populated by an exciting and growing fantasy culture. At some point, however, the glory of the past was lost and the valley fell into darkness and icy shadow.

Yes, this is the album cover that inspired the title.
The valley is ruled by the Moon King, the consort of the Moon Queen - a cold and unforgiving Goddess. At the heart of the valley lies the Crystal City, from where the Moon King rules. All the peoples of the valley are now enslaved by his power and forced to labour for his own purposes.

There is a resistance to the Moon King. Some of the slave population have been banding together, hoping to recover the strength to rise up against this tyranny. Faithful to the now lost teachings of the True God, the rebellion is about to unleash its ultimate plan.

The Plan

The story begins as a small band of rebels locates and accesses the hidden Temple to the True God. Their aim is to find their way through the heavily defended and trapped environs, enter the central shrine, and enact the Ritual of Hero Summoning. Carrying the artefacts of former pre-darkness heroes exhumed from sacred sites all across the valley, they believe that they can summon heroes from across the cosmos to come to their aid.

The players take on the role of these newly summoned heroes. In the journey caused by the Ritual they lose their memories and awaken in the central shrine of the True God. They discover the slain bodies of the rebels who summoned them... and they must find their way out of the site and up to the surface. Then they must realise their destiny and overthrow the Moon King.

As an additional twist, the only way that heroes can "level-up" in this setting is through completing tasks. Each time the heroes overcome a challenge on the road to their destiny they access the next stage in their development. This can be envisioned as happening when they uncover a sacred artefact or knowledge, when they defeat a key henchman of the enemy, or when they serve the purposes of the True God faithfully.

The story will end when the Moon King is defeated and one of the heroes takes on the mantle of the new Servant-King of the True.

How it might pan out

What if the game begins with the players as the initial rebel raiders entering the ancient Temple of the True God? 

First they choose an iconic heroic artefact with which to summon a hero. Then they play through the multi-level dungeon adventure with their Level 0 or 1 rebel characters. As they complete the ritual, their life-force enters the spell and they can then create the heroes they summon - each based upon the artefacts they are carrying. 

What if normal XP awards were replaced with chunky level-up awards based on completing quests? 

The players have to uncover artefacts, defeat henchmen, recover lost knowledge, whatever. Each task completed leads a character to level-up. Think Highlander-style sudden power-ups. Would that be cool?

What if, at the end of the story arc, the land is restored from the Ice Age? 

At this point the heroes can begin to quest across more of the world... but not until they unfreeze those mountain passes by freeing all of the people in the valley.

Is this crazy?

I don't know if this kind of game could work. What do you think?

Obviously this is crazily raw. Let me know if you think it's worth developing.

Game on?

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