Sunday, January 26, 2014

Hypothetically Speaking / How to kill a man with a time machine

So, you've created a wormhole
Let's say, because we're friends and we're just joking about, that I want to kill a man.
And that I have a time machine.
Now, I'm not going to get into why I want this guy dead, but let's just assume that when he buys it, my name may be mentioned.
I'm also not going to get into how I got a time machine. That's not important. People may be aware that such things exist, though, so I need to cover my tracks. I'm not the only guy with one of these things, you know.
You haven't got one?
They're great. Get one. I know this guy...
Anyway.
I need to kill a guy.
I could just use the time machine to arrange for a water right alibi. It wasn't me, officer, I was shaking the President's hand at that exact moment in front of 300 people, no less.
But that won't work.
Other people have time machines. They can solve murders now just by going back and watching it play out.
So.
I could make it look like an accident. Arrange for some natural disaster to occur, or, better yet, arrange for the guy to be somewhere at the precise moment a natural disaster occurs.
That's pretty good. Could be a bit hard to arrange, though. Not many volcanic eruptions in my town.
So, what if I used the time machine to establish a false identity, amass funds through gambling and investments and hire a hit-man to off the guy?
That's better.
Then, what if I did this multiple times so that I could hire multiple assassins. Then if any time police try to stop the successful assassination, there's instantly a replacement attempt that takes place.
This solution also means that each killer will have a different MO, making each attempt difficult to predict and counter. Plus, they're trained professionals, adept at not getting caught.
So the guy gets shot. Or his car is blown up. Or he's poisoned. Or stabbed in the street. Or has his brake lines cut. Or is smothered in his sleep. Or has a building dropped on him.

The possibilities are endless.


Saturday, January 25, 2014

Meet the team / Ready to play Esoterrorists 2nd Ed characters

This post makes three in a row about Gumshoe games, and in rapid succession as well. 


One of my Christmas presents was the new second edition of The Esoterrorists by Robin D. Laws. 
I'd already got the 1st edition (reviewed here), which I got after having a look at Trail of Cthulhu. 
The second edition polishes the rules up a little, now that Gumshoe has been used to power a subsequent seven games (including the forthcoming TimeWatch and Gaean Reach), adds more detail to the Ordo Veritis and Esoterrorist organisations, has an expanded bestiary and includes an alternate setting - Station Duty.
It's still very affordable, and great for quick play at short notice.

Which brings me to the official point of this post - Recently a member of the Pelgrane Press Google+ community put out a call for some ready to play PCs for an Esoterrorists 2e game.
I, not having too much work that I wanted to avoid doing, knocked some up.

If you would like to use them, then they're here:
Esoterrorist 2e Characters



Wednesday, January 22, 2014

What have prehistoric butterflies done for us recently, anyway? / TimeWatch

TimeWatch main rules

I've been playing a lot of Gumshoe recently, so much so that I've failed to post anything to this blog of any import. 
One of the Gumshoe games that I have been playing has been TimeWatch, written by Kevin Kulp. 
It's not out yet, I've been taking part in the playtest cycle for the game, running it for my weekly group and laughing my ass off. 

Now it's gone to Kickstarter, and I have broken my KS virginity on this book. I even paid $40 for the privilege. 
I don't regret it. 
I feel more of a man now. Like I can look other men in the eye...

You can go on the Kickstarter page and see why the author and publisher think you should back TimeWatch... In fact, do that. Watch the video and read the updates and consider the cost. 
Now, let's talk about cool shit. 


Ezeru - alt history radioactive mutant cockroaches from a false future
Ezeru - Shapeshifting mutant psychic
radioactive cockroaches from a false future
Cool Shit
I like cool shit. Love it, in fact. And this game has so much cool shit in it that ... um... look, I'm not going to dive deeper into this metaphor. You'll thank me for it. 

Instead I'll put this into context... I, as a teenager and as a 30+ year old 'adult' have spent actual hours discussing the temporal paradox resulting from the Terminator movie. 
How can Skynet possibly think that ganking Sarah Connor is a good idea? If John Connor isn't born, then a there will be no resistance so Skynet won't need to send a Terminator back in time, so John Connor will be born...
Then Terminator 2: Judgement Day introduces the fact that Cyberdyne Systems used tech from the T-800 to create hardware that would later be used to create Skynet, meaning that Skynet propagated itself.

Any game featuring time travel is going to have this problem - players or NPCs change history, a paradox results and people start getting shirty just because they've ceased to exist or are now their own father. 
A TimeWatch agent activates an Autochron
by Andy Mason
There are ways to approach the problem:

  • Ignore it, like Dr Who normally does and like Terminator did
  • Have history slowly assert its new form by deleting people like Marty McFly in Back to the Future
  • Have people go a bit mad as their memories change, like Bruce Willis in 12 Monkeys
  • Go completely the other way and revel in the possible chaos like in the Futurama episode Roswell That Ends Well - become your own grandfather, blow shit up and screw with people
TimeWatch wants you to screw with time - either to fix it or to make it better. It wants you to alter events that you have just seen happen, to appear next to yourself in a fight and help defeat the foe, to save a colleague from death by flying in the opposite direction of the Earth's rotation at  the speed of light, to murder Hitler or convince him to breed hamsters instead of go into politics.

To do this it gives you three pertinent stats:

  • Chronal Stability - How real and stable you are. If this dips below zero you start remembering alternative histories or fading into nothing
  • Reality Anchor - The ability to focus yourself and others on 'reality' and restore lost Chronal Stability
  • Paradox Prevention - A technical skill that allows you to mitigate paradox through cunning and knowledge. 

A TimeWatch team - a gunslinger, a neanderthal, a Mongol princess,
a psychic Sophosaur and a 22nd Century space pilot
The game takes the stance that due to an infinite number of branching timelines, alternative realities, parallel dimensions and sentient beings with time travel capability screwing with stuff, anything can and has happened. 
Therefore you can play just about anything, and the rules support them. 

My players chose:

  • A Wild West Gunslinger
  • A sentient cyborg T-Rex (Prof. Doctor Thaddeus Rex M.D.)
  • A Viking
  • DB Cooper, posing as a legit TW agent
  • An evolved, sentient mathematical algorithm housed in an artificial robot body
  • A 1930's wise guy 
I've run four sessions with these characters, with the fifth due on Monday, and they've all been hilarious, tense, challenging and creative. 
In the first session, in prohibition era Chicago, one of the players opted to use time travel to move all other cars out of a street two minutes before they arrived 'in game time' to ensure that they got the best parking spot outside of a speakeasy. Later on in that session another player teleported to five minutes ago and just outside the back entrance to the speak easy so that he could catch the bad guy by surprise as she made good on her getaway sticks.
As soon as you introduce time travel into a game you force everyone participating to think in an additional dimension, and that makes for some weird and unusual fun. 

What would be the repercussions of going back and stopping the villain from killing that small child just now? Maybe they were 'supposed' to die...
Maybe there's a whole moral quandary to work through before you kill an infant Hitler.

Maybe you should fund the book and find out. 

Sunday, January 19, 2014

Night's Black Agents / Tap That

I continue to enjoy Double Tap, the Night's Black Agents expansion from +Pelgrane Press Ltd

By 'enjoy' I mean 'be continually inspired and engaged by'
It is one hell of a book.

The first half (90 pages) is player facing, and expands on the wide range on cool things that players can do, use or blow up.
The book would be worth the cover price alone for this section.

The second half (30 pages) is director facing, and offers a range of pre-made people, places and perils (OK, monsters) as well as story ideas and tips.
I would probably have paid money just to get 30 pages of quality this high.

If you play Night's Black Agents, I urge you to get this book. There is not a wasted word or filler paragraph in its 120 page count.

Excellent work +Kenneth Hite, +Will Hindmarch, +Kevin Kulp, +Christian Lindke, +Gareth Ryder-Hanrahan, +John Adamus, James Palmer, Will Plant and Rob Wieland.
Please keep producing work of this calibre and then take my money.