Tuesday, September 23, 2014

Retired / Conspired

It's been some months since I've updated Total Party Kill. My inspiration ran somewhat dry. I needed a kick up the arse.
That kick had been provided by some friends over at The Illuminerdy, who have invited me to come blog with them.
I've accepted, and as a result am kind of retiring this blog.

I hope you'll join me over there.

Wednesday, April 16, 2014

So, what does that stat do again / Coming back to World of Darkness


I've been running Night's Black Agents, a Gumshoe game, for nearly a year now, and other Gumshoe games (Fear Itself, TimeWatch, Trail of Cthulhu) for longer. I've become familiar with  the system, how it works and how to make stuff up on the fly. It's now my 'go to' system. 
It used to be World of Darkness, though. I learnt to GM by running Vampire: the Masquerade. The first game I ran to an actual conclusion was a Hunter: the Reckoning/Mage: the Ascension mash up. I loved the games and the Storyteller/telling systems. 
I still have a great fondness for them, and hold them in high regard. 

So I've been thinking about what I would like to run once NBA finishes. I decided that I would like to run Mage: the Awakening. I've always had a soft spot for Mage, and would like to do something with the nWoD game. 

I play almost exclusively over Google+ Hangouts these days, and we use Google spreadsheets as character sheets. This means that there's a one off exercise of transcribing the character sheet to a Google Sheet format. 
I did that this weekend, and realised that WoD games, and Mage: the Awakening in particular, are really complicated. 
Keeping track of three different types of damage - Bashing, Lethal and Aggravated? Awakening also throws in Resistant damage as well, for four(!) types. 
Tracking Willpower, Morality trait (Wisdom in Awakening), Mana, Gnosis, Paradox, spell tolerance and Virtues and Vices is a massive drain on the player and storyteller before you start adding temporary health, speed, initiative and defense bonuses. 

I don't think I can do it anymore. It just seems like so much effort. 
Which is a shame - the settings and a lot of the game conceits are excellent.

Saturday, February 15, 2014

The Walking Dead / Fear Itself - A Gumshoe Hack

You can run a fully functional, highly dramatic game based on AMC's The Walking Dead using the Fear Itself RPG with no system adjustments.
It's true. Look.

The Walking Dead is a dramatic, character driven show that focuses on characterisation and interaction. It also has zombies. This is often a secondary concern, as the real drama comes from the interaction between the characters and the conflict caused by their different motivations, desires and decisions. The characters move from location to location, looking for signs of life, food, shelter, tools, weapons and signs of walker infestation. They often suffer from severe stress, fatigued, emotional trauma and exhaustion, and their mental health ebbs and flows as a result

Fear Itself is a horror game that creates a disparate group and engineers conflicts between them. It allows you to pull together characters from all walks of life, give them lines to ally along or fall out over and then throw into a stressful scenario.

Within Fear Itself a characters mental health is recorded through the Stability ability. As this drains away and falls below 0, characters start to experience stress disorders - phobias, paranoia, irrational behaviour, hallucinations.
Rick Grimes suffers a massive Stability loss after Lori dies, and succumbs to paranoia and hallucinations as the stress of leading the group alone and the guilt of not being able to protect his wife finally overcome him. 
Fear Itself covers this off nicely.

Talking of Stability, Fear Itself allows characters to define a number of Sources of Stability - People, Activities or Innate Traits that give you some comfort and allow you to retain your sanity in trying times. 
Lori and Carl were Rick's Sources of Stability. Darryl and Carol found support in each other, Glynn and Maggie found they could give each other solace in another way.
Darryl also maintains a badass facade to keep himself on an even keel, Carl tries to maintain his independence and Rick became a leader. Shane makes Lori and Carl his Sources of Stability, then when Rick returns and Lori and Carl are denied to him, Shane begins his descent into madness.
Losing one of your Sources of Stability - either through death, being disproved or betrayed - is a crushing experience. 

We can also look at The Governor - He tried to re-establish some Sources of Stability; Lilly and Meghan and becoming leader of a new band of survivors. When this falls apart,when he sees that Meghan is bitten, he takes a massive hit  to his Stability and attacks the prison recklessly and mercilessly. This leads to his death.

We can also look at the character defining moment in Fear Itself - The Worst Thing I have ever Done
Shane regrets leaving Rick behind in the hospital to die. Michonne feels instrumental in the death of her child, partner and friend. Rick looked for every other way out other than killing Shane.

As an example, let's stat up Darryl as a starting character

Darryl Dixon
Concept: Badass biker
Sources of Stability: Carol, Being a Badass, 
Risk Factor: Gung Ho
The Worst Thing I Ever Did: Kill my brother, Merle
Academic Abilities: Natural History 1
Interpersonal Abilities: Bullshit Detector 2, Interrogation 2, Intimidation 2, Reassurance 1, Streetwise 2
General Abilities: Athletics 8, Driving 4, Filch 2, Health 8, Infiltration 4, Mechanics 4, Sense Trouble 6, Preparedness 4, Scuffling 6, Shooting 8, Stability 8
Hit Threshold: 4

By Season 2 Darryl is a General Abilities badass, with extra points in Sense Trouble, Preparedness and Stability (he does suffer a considerable Stability loss during the second season and hallucinates a conversation with Merle). The skills that Darryl Dixon really stockpiles are Shooting and Scuffling, both of which he has in spades by the attack on Woodbury.

Rule Amendments
Simple, really. Walkers are the only supernatural creatures in this setting, and are both common and familiar. 
As such, I would reduce the potential Stability loss of exposure to Walkers by 1 point, and only apply it if the character is taken by surprise or if the Walker is someone that the character was close to whilst alive

Walker
Also, you need Walker stats to run a Walking Dead game

Hit Threshold 3
Perception modifier 0
Health 15
Scuffling 6 (Fist -2, Bite -1)

Tireless. Walkers will doggedly pursue prey until they are destroyed. If the prey is no longer visible, a Walker will continue walking in the direction the prey was last spotted in until they find new prey to distract them

Biter Fever. A bite from a Walker means blood poisoning, septic shock and a painful death, unless the bitten limb is amputated within a number of minutes equal to the characters Health rating. If the limb is not removed before this time has elapsed, then the victim is infected and will perish within [12+ Health Rating] hours.

Headshot. Walkers can only be 'killed' by severing their head or destroying their brain. Targeting a head adds +2 to the targets Hit Threshold, whereas aiming for the neck or eye adds +3 to the Hit Threshold.

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.

Saturday, October 19, 2013

Mage Noire

Let's skip the brain trust explanation and get right into it.
You used to be normal. Now you're not.
You used to have a normal life. Now it's anything but.
One day you had this dream, an I right, about signing your name somewhere and all of a sudden your brain is tied to this other place where the scales are tipped in favour of mad crap and if you pull on the strings, you can make crazy stuff happen as well.
And then sometimes you pull hard and the string breaks and you fall on your ass. Or something falls on you. That smarts, yeah.
Maybe you joined one of them nutty secret societies with handshakes that fry your brain or stop your heart dead, or maybe you didn't. Your business anyhow.
Where we are now is that we could both kill each other with a word, and none of these chumps would even know it. Hell, everyone of these guys could be a corpse already, and the world just ain't cottoned on yet. You coulda done it. You probably didn't. Maybe I did.
Whatever.
But here you are. In my place. And I know who you are.
Your move, kid.

Saturday, August 31, 2013

Allow your darlings to be murdered / Knowing when to let an NPC go

There's a decision that shapes a GM, one that separates the men from the boys, the wheat from the chaff, the good from the bad.
You've put in time and effort creating a Non-Player Character for your game. You've not just statted them, you've woven them into the very fabric of your game world. They have a name, a back story, concerns, interests, a personality, goals, hopes and fears.
This is a recurring antagonist. A nemesis. Someone who your players love to lock horns with, who they curse in the day and ally with in darkest need.
Then the players just kill them. Usually in a summary fashion that in no way hints to the greatness of this character.

What do you do? Let the character die? Move on? Start again?
Or snatch them from the jaws of death, resurrect them off screen or retcon their survival?

This is the test.

I recently had to make this decision, twice, in my weekly Night's Black Agents game.

I created the first actual vampire the players were to meet, who was supposed to thrash them within an inch of their lives before dying himself or fleeing or driving them off.
They pretty much cut his head off in the first round of combat with him, dropping him instantly.
OK. That's fine. He has healing powers and is supposed to be hard to kill and fucking scary. Fair enough. Let them have their victory.
Their surveillance cameras picked him up walking around and killing Mafia henchmen with his bare hands some ten, fifteen minutes later. That put the wind up them.

The next time they meet him, some four sessions later, they were sufficiently wary of his recuperative abilities to nuke the site from orbit. They wheeled a bomb disposal robot, packed to the rafters with C4, into the building he was in and remotely detonated it.

I spent the next week agonising over what to do.
He was a vampire with supernatural speed, reflexes, resilience and healing. Of anyone could have survived, it would be him.
But that would be a spit in the face to the players. They'd put everything they had into making sure that they killed this guy dead. It would be unsatisfying to deprive them off that kill.
But what about the narrative function that the NPC was supposed to serve? And what about all the effort I put into building him?

Let me tell you a story.
Back in the late 90s I played in a Vampire: the Dark Ages game. I was playing a 7th Gen Brujah based on the Crusader Tancred de Hautville, who was a lot of a bastard. One of the other players was a 7th Gen Tremere who specialised in the Thaumaturgical Path of Fear. This becomes important shortly.
For some reason we were fighting a horde of flesh eating zombies in a tunnel network beneath London. It turned out that the source of all of these
Undead was a Celestial Chorus mage (don't ask me why, I still don't know to this day). He told us to stop killing the zombies, or he'd have to stop us.
So we attacked.
Our tried and tested tactic was for the Tremere to use the Path of Fear, which reduced the targets dice pools by a sizable amount, often preventing them from acting, and then the rest of us would beat the shit out of them.
So, the Tremere used Path of Fear and rolled well, reducing the Mage's dice pool by 9 dice. This pretty much guaranteed his death. The rest of us surged forward.
At this point the Storyteller starts panicking and tells us that the Mage is teleporting out of the tunnels.
Well, this is patently impossible, not unless the Mage has an Arête score of 10 (Arête is the measure of a Mage's magical might. A score of 3 let's you throw fireballs. A score of 10 literally makes you an actual God), which is highly improbable.
But the Storyteller informs us that, yes, the Mage is a God and can create a fully functioning universe in 6 days or less.
He rolls his one dice, gets a success and has the Mage escape.
Fucking atrocious! 

To this day I find this deeply unsatisfying. I'm getting that empty, gnawing, hollow feeling in my stomach just thinking about it.
If only I could roll back time and punch the storyteller in the gut and shout "how d'ya like them apples?!"

Back to Night's Black Agents...
Should the vampire escape?
No.
They found his severed arm in the rubble of the building, and the rest of him stuck in a collapsed bolt hole in the cellar.
Their play paid off. They get the rewards. My NPC gets to be interrogated, and if they're sloppy he may escape (sans arm). He'll probably die. That's fine.

Sunday, August 25, 2013

Horror tropes / Cabin in the Woods and Fear Itself

Once again I'm late to the party - I watched Cabin in the Woods for the first time last night.

The thing that makes it an enjoyable film, in my opinion, is the clear love of standard horror movie tropes throughout. My wife and I were both delighted by the gas station in the beginning and it's treasure trove of creepy genre signposts: fish hooks, bear traps, animal skins, pickled creatures, hunting goods etc. I wondered aloud if they'd modeled the cabin on the one from Evil Dead. The scene where the victims choose the transgression for which they'll be punished is wonderful, as is Fran Krantz' line "I'm drawing a line in the sand, no one is reading any fucking Latin!"

The part that tied the film up to Fear Itself, for me, is the statement of specific roles within the genre:
The Whore / slut
The Scholar / egghead
The Warrior / jock
The Fool / burnout
The Virgin / good girl

Fear Itself uses these stereotypes to define character roles within the game with much the same effect as in Cabin...

The overall plot of Cabin is a nice fit with the classic Fear Itself Ocean Game setting: a mysterious and incredibly powerful consciousness horrifically manipulates reality around unsuspecting stereotypes for their own amusement and benefit / a mysterious and technologically advanced organisation manipulates unsuspecting teens into falling into stereotypical roles and controls the environment around them for their own amusement and benefit.

You could run a straight Cabin in the Woods game using Fear Itself with zero effort or adaptation, and you could overlay the Mystery Men and their Ocean Game onto Cabin with only a few tweaks.

Saturday, August 17, 2013

Games of Future Past / Planning my next game

I'm running a successful campaign at the moment, which obviously means that I'm thinking about what I want to run next.

I've been toying with a few plot ideas and potential settings for different games for awhile now, and suddenly have hope that I'll be able to run them.

I'm probably getting a bit giddy...

The games are:

Trail of Cthulhu
The first Gumshoe game I bought, and a work of beautiful genius. It successfully evokes multiple interpretations of Lovecraft's work, from the pulp two fisted tales of dark adventure to the doomed and weak minded soul not long for this world with the tenacious and fearful academic somewhere in between.
I have an idea for a game that draws upon The Mountains of Madness and Call of Cthulhu for mood and theme and a real life lost Arctic expedition for setting. I've already started mentally mapping out this idea. It's a strong contender.

Trinity
Originally released as Aeon and soon to be re-released under that name, Trinity is the game from the Aeon Trilogy that I have played the least and have the most books for.
I think I ran a short one shot game for two players back in 2001/2.
It's a game that deserves another crack of the whip - a mix of epic sci-fi, space opera, cyberpunk, post apocalyptic wasteland, Starship Troopers, intrigue and horror. You can set the equalisers to any level you want just by varying the locations and organisations involved.
I'd run a vanilla Aeon Trinity game with a mix of investigation, combat and political manoeuvring.

Hunter: the Vigil
I think of all the World of Darkness games, H:tV has the broadest appeal. Used to playing the monsters in the other games? Have fun playing the other side for once. Never played a WoD game before? Here's a no nonsense gateway to the setting. Not sure about playing a monster? Play a legit human instead.
I was running a nWoD cops game when Hunter: the Vigil announced, and it quickly became apparent that I was running a proto hunter game.
When I finally got it I ran a short introductory story arc for my gaming group, then promptly got my wife pregnant again so had to scale back my gaming for awhile.
I've still got a load of unused ideas that I'd like to try out, and my wife bought me the Compacts & Conspiracies splatbook for my birthday, so it's fresh in my mind.

Ars Magica
My first gaming love. The second game I ever played, the first game I ran. Over the years I've built up and lost a sizable ArM library. I had about 20+ books for 2nd, 3rd and 4th edition, some of which are probably worth a bit of money now, and stupidly gave them all away to charity when the 5th edition came out. To make matters worse, 5th edition wasn't what I wanted it to be, and I gave up on it.
A few years and a bit of perspective later I realised that I wasn't giving it a chance. Different doesn't mean bad. And it couldn't be as much of a disappointment as Dungeons & Dragons 4th edition.
So I'd like to run Ars Magica again.

Changeling: the Lost
Look, this game is fucking brilliant. Really. It's the most well rounded game that White Wolf has ever produced. It's beautiful, horrific, terrifying, paranoid, innocent, brave, redemptive and compelling. It's everything good about folk tales and myths and everything good about modern horror.
It's the best Slender Man pictures meets Pan's Labyrinth meets The Evil Dead.
As I see it, Changeling: the Lost is a game about self discovery and personal agency - freed slaves learning that they can do anything they want, and trying to work out what that actually is, whilst fighting to preserve that freedom.

Mage: the Awakening/Mage Noir
It's hard to get a grip on Mage: the Awakening, to definitively say "this is what the game is about", especially when compared to its predecessor, Mage: the Ascension.
In Ascension it was explicit within the setting that you were caught up in an ideological, metaphysical war with clearly defined sides and an achievable goal. Awakening lacks this direction and forces the players to determine what they want to do and who they have to fight to do it.
The rules are great though. They allow the player characters to bend reality to their will and do a truly impressive range of miracle working.
If running Mage: the Awakening I'd use the Mage Noir setting and play in post war America, late 40s to early 50s, with the players hunting down magical artifacts like an arcane Maltese Falcon.

Pathfinder
Every now and then I have an urge to run a good old fashioned high fantasy dungeon bash.
So far I've primarily used Pathfinder to run Goblin games, because Goblins are ace. The Goblin games I've run so far have been independent of each other but set in the same game world, so the events of the first game (slaughtering a farmer and his family, burning their house down and eating the livestock) informed the second (humans try to drive the Goblins out of the area, Goblins retaliate by setting fire to what they think is a religious monument but is in fact a signal beacon) and the second will inform the third (possible war due to the sudden amassing of an army after an invasion has been signaled).
In every game, though, the players have basically been looking for food and tribal status.

Thursday, August 15, 2013

And Fear and Paranoia will be out watchwords / Disturbing players sleep with Night's Black Agents

I'm currently running Kenneth Hite's Night's Black Agents, a Gumshoe game focusing on investigation, spy thriller tropes and vampires, over Google Hangouts. It's a fantastic game.
It sounds a bit weird at first: Jason Bourne alikes vs vampire conspiracy in a high octane thriller setting that focuses on investigation. Actually, it sounds a bit confused.
It doesn't run like that. It runs like a classic spy thriller, with an added level of scary shit at every level.

The core book is mostly a toolbox with every component needed to build and run a custom game.

  • Design your own vampire - satanic, supernatural, alien or mutant
  • Build your own conspiracy, with a step by step guide on how to move from street/gang level to world spanning mega conspiracy
  • Move through Eastern Europe like Liam Neeson through a gang of human traffickers
  • Support and ultimately betray your friends and allies
  • Different modes of play from ultra realistic Dust to hyper paranoid Mirror, psychologically damaging Burn to high action Stakes

Sofia, the capital city of Bulgaria
I've set my game in Bulgaria, one of the poorest and newest members of the European Union. It's an ex Communist state once part of the USSR. It's a gateway to Asia, Europe and the Middle East. It's government is incredibly corrupt. Border controls are virtually non existent. Organised crime is unchecked and run by ex members of the Communist Olympic Wrestling Team who found themselves suddenly unemployed and with the only marketable skills of being able to hurt people. Assassinations are common in Bulgaria, often happen in broad daylight in public places and can involve rocket launchers.
Honestly, as a setting, it's a gift.

I'm loving the creativity and verve that my players are bringing to the game. It's the first time that I've played with four of them, so there was a lot of unchartered territory as far as the group dynamic goes.
So far the team have:
  • Extracted an informant and hurt a number of Bulgarian Mafia goons in the process
  • Watched a human trafficking deal go bad, killed a load of surprisingly agile and hardy Germans and crashed out a bit when one got up again after having his head virtually severed
  • Blown themselves up when they placed a propane canister and an M60 in the same confined space they were in
  • Followed a trail of death and destruction as they played catch up to a sadistic killer who was tracking them down
  • Blown up some cop cars as they fled from the scene of a brutal murder they didn't commit
A genuine Bulgarian Mafia
boss and ex wrestler


The players have been writing up the sessions as In Character journals, which I'm very happy with.
The notes of paranoia in there make me feel like I'm doing a good job.
We're seven sessions in now, which is much further than I thought we'd get. Often these things lose momentum, but we still seem to be going strong. It'd be really good to see this game through to the bitter end.

I have seen the future, and it involves web cams / No sexy dancing rule

I've not been able to make my regular face to face gaming group for a few months now, so to combat my gaming cold turkey I've switched to the methadone of remote gaming via Google Hangouts
I bought this little webcam because it reminds me of the
scrub bot from WALL-E and the tech from Portal 2

This is no bad thing. I've heard a lot of protestations from fellow gamers along the lines of "I like to play face to face. I like the personal interaction. It wouldn't be the same. etc etc etc"
To be honest, I don't think that it's had an effect on the game or my enjoyment. Here's what I've noticed is missing:

  • I can't fist bump with the other players when they/I do something awesome
  • I can't steal or share dice and pencils
  • I can't send someone else to the bar for me
  • I can't smell the other players
  • The fifteen minute walk to the pub we play at
Other than that, it's all there. The trash talk, the annoying digressions, the jokes, the referral to the rules when something weird happens (although that's slightly easier, as we've all got electronic access and don't have to physically share the same copy. I other news, my book doesn't have grease stains or beer marks on it either). 
So, what are the benefits?

  • We can all read the books independently (see above)
  • There are less external distractions, because we're in dedicated rooms with headphones on
  • Note passing is quicker and more secure, thanks to instant messaging.
  • Being able to copy and paste stuff can be incredibly useful
  • As a GM I can vary the media I use. For example, in an investigative game, I might need to prepare handouts with newspaper clippings or photographs or maps etc. In an electronic game I can send a link across, share my screen, copy text, edit shared documents and pull something off the internet and share it in seconds. We can use video, audio, anything we can share.
  • It's really convenient. My PC is on my bedroom. I can start play with a mug of coffee, snacks and whatever next to me, get more whenever I want without interrupting play that much
  • I can use my own bathroom. 
It's worth pointing out that I don't play games that require miniatures or boards or other physical paraphernalia, so I don't know how these games would play out. 

Wednesday, August 14, 2013

Breaking Radio Silence / The Corruption of Youth

It's been ... some months since my last post. Why is this? Real life, my friend, real life. 
Real life has been systematically poisoning me in my sleep. Never enough to kill or debilitate me, but just enough to stop me straying too far from its embrace. 

Which has struck a sickening blow to my gaming of late. The last bit of face to face gaming I did was in June when my 14 year old Nephew came down to visit. He plays a lot (a lot) of Skyrim, and bamboozles me with jargon:

I'm a high elf that's mostly magic
I have azure's star but I lost it, ring of hircine, mehrunes razor, dawn breaker, mace of molag bal wabbajack and the skull of corruption
I'm a vampire lord level 80
I have all dragon priest masks

I have no idea what about 65% of that means, but it tells me that he's ready for Pathfinder or D&D. 
My Dungeoneer character sheet
So when he came down we played Pathfinder and HeroQuest with a friend of mine, then he joined my gaming group on the evening and we played Dungeoneer: Advanced Fighting Fantasy. The rest of the time he just pwned me at video games. 
The final encounter in HeroQuest

He loved it. 
He played to type - A magic using Elf in all three games - and was basically a sneaky little bastard. He left my Barbarian to die in the HeroQuest dungeon, commanded a battalion of Goblins in Dungeoneer and let the Rogue take point in Pathfinder. I'll never trust him to have my back again in a game, ever.

A Goblin lair from Dungeoneer
Since then, though, I've not been able to find the time for face to face gaming, and my weekly fix has slipped by the wayside. 
Which has basically meant that I've not had much to talk about, gaming wise. It's all been a bit of a pipe dream.

Thankfully I've found a way around that, which is remote gaming over Google Hangouts. More on that in later posts.

The Elf legs it, leaving the Barbarian to deal with the undead





Tuesday, April 23, 2013

Old school modern Faery tales / Changeling: the Lost game pitch

That girl that played kiss catch with you after school - she steals children, turns them into mice and chases them through her garden. If she catches them, she eats them and leaves their heads for the other children to find.

That gentleman that watches the dance recitals - he takes the best dancers, sets them on fire and makes them dance in his fireplace to warm his cold hearth. If they burn out to ash, he scatters them on the wind.

The old lady that cleans your house? If you don't pay her, you have to clean her house until every one of the countless rooms are clean. First you have to pick up the bleached bones of the last cleaner.

There is a place, full of terrible beauty and burdensome duty, blinding light and lurking shadow, burning love and freezing fear, where stories are told because that is all the occupants know, where madness is codified and the sane wither and die.

People from our world are dragged into this world, bent to its needs and used until they're spent. A process that can take days or centuries.

In place of these lost souls the occupants leave behind a model made of string, gaffa tape and rags, leaves, twigs and old bones or Lego, glue and tin foil. These mockeries live the lives of the stolen so no one ever notices they're gone.

Every now and then, someone escapes back to our world. Or is released. Or is sent back. They find the world has turned without them, that they've aged faster or slower than everyone else and that there's this thing pretending to be them.

Back in our world these survivors gather in loose communities, attracted to the only other people who could possibly even begin to understand, the only other people they can trust to run or fight or hide if these things come back for them.

It's a bit like: Pan's Labyrinth, Hellboy II, The Lady in the Water, Spirited Away, Howls Moving Castle, Coraline, the Sandman

Sunday, April 14, 2013

Sunburn Notice / Nights Black Agents game pitch

Somewhere in Eastern Europe Matt Damon, Liam Neeson, Daniel Craig and Tom Cruise have just been burnt out by their employers and left to die.
They're suddenly on the radar of a powerful and malevolent international conspiracy who will stop at nothing to silence them. Permanently.
All they have to keep them alive is their years of specialised military and espionage training, a network of informants and a cache of weapons and equipment.
Running isn't an option. They've got to take this fight to the very top of the conspiracy and bring the bastards crashing down.
The only problem, the bastards might be vampires. Or something worse.

Nights Black Agents is a game of hyper capable spies, secret agents and military specialists thrown against a horrific conspiracy. Maybe it's the agents of Satan, or aliens. Maybe a supernatural curse or genetic mutations from unethical experimentation.
Players take on the roles of these super spies, caught in between their old agencies, local law enforcement, organised crime gangs and the shadowy conspiracy. They must uncover a trail of clues and follow it to the top of the conspiracy before the conspiracy gets them.

It's kind of like: Taken, Mission Impossible III, Bourne Trilogy, Casino Royale/Quantum of Solace, Ultraviolet (UK TV series), the Prisoner, Alias, Prison Break

Biotech Psychics vs Mutants and Aliens in the future / Trinity game pitch

Welcome to Trinity
It's 2120. The Aberrants have been exiled into deep space after they threatened the near total destruction of Earth. North America is under military law, run by mega corporations. Europe has been devastated by an orbital impact. China has risen under a totalitarian regime. Australia is a free world super power. South America is a mysterious hotbed of revolution and anarchy.
Space travel is common place, with settlements on the Moon and our neighbouring planets, and the asteroid field mined for minerals and ores. First contract has been made with other species to varying degrees of success.
Finally, a new branch of human evolution has been discovered - Psions, humans with the ability to manipulate sub- quantum energies, or Psi, and with them the study of a new field of science, Noetics.
You are a Psion, altered and awakened by one of the Psionic orders, tasked with protecting the Earth from the returning Aberrants, furthering your order's interests, representing Psions in a world once bitten by a super powered evolutionary branch of humanity.
You have powers, you have advanced hard tech and the latest bio tech.
Your adversaries include Aberrants - mutants with phenomenal power, organised crime, governments, mega corporations, other Psions, emergent alien threats and possibly the Aeon organisation - a philanthropic think tank with near unlimited resources and a patchy history at best.

It's a bit like: Cyberpunk, Babylon 5, Aliens, Final Fantasy: Spirits Within, Battlestar Galactica

Wednesday, April 10, 2013

"The geekiest thing I've ever done" / Aberrant play report

We played Aberrant last night. Once we'd finished, one of the players remarked that "that was the geekiest thing I've ever done". This was primarily because one of our core players is unfortunately over in Germany for three weeks on business, so joined via a G+ Hangout and Viber.
He paid €3 to watch me on a computer screen for two hours. I feel dirty yet oddly thrilled.

The players had opted to forcibly enter a Project Utopia Nova containment facility for questionable reasons - I.e. a wanted criminal had told them that bad things were happening there - and had understandably met with armed resistance.
First they took out a unit of heavily armed security guards, and we ended the session with my version of Captain America, Thor and Iron Man - Agent America, Aesir and Machine Man - arriving on the scene.

At the beginning of this session one of the player characters, a tank called Adonis, parleyed with them. He offered complete surrender if they would guarantee the safety of Solar Flair, another of the player characters, but as he didn't formally represent the team, he got punched through a wall instead.

I did have a plan for this session. The opposing team wanted the players to escape with their target so that the players could lead them to the rebel base (as it were).
Machine Man had an existing Mentor relationship with Adonis, so he was going to take a sucker punch from Adonis, letting the team escape and placing a tracker beacon on Adonis in the process.

It didn't go quite according to plan...
Solar Flair's player was 'a bit PMT' and played her that way.
She unleashed aggravated damage on both Agent America and Machine Man, nearly killing the Agent in the process.
Machine Man did manage to place the tracker on Adonis and say "make it look good, kid" whilst leaving himself wide open.
Adonis didn't take the bait. Instead he concentrated on getting the wounded to medical assistance and pretty much ignored the fight.
Max Control, the player's mind controlling bastard, dematerialised and took complete control of Aesir, landing an unexpected blow on Agent America and effectively turning the tables of the battle.

By this point, the dye was cast. The team had bought a gun to a knife fight. Solar Flair had used lethal force with no thought to the consequences. Max Control had violated one of the mightiest Nova's on earth and still retained control of him. A number of dangerous Novas had been released from containment.
The players retrieved their target, a teleporter called Gates, and left with her.
Adonis stayed behind to clean up the mess and recapture the released Novas.
Adonis' player has already created another character, one a bit less tank like.

I left the remaining player characters in the Antarctic, although they don't know that. They just know it's bitterly cold and everywhere is white.

It strikes me that if Novas were to build their own country, then Antarctica would be a place to do it...

Saturday, March 30, 2013

Toning down the action in my Survival Horror / Resident Evil 5 DLC

Yes, this is late. I play video games late, normally when I can get them in sales or in special edition packs. This is why I'm only just playing RE5 now.

I played RE4 through on my Wii (after it'd been out a while) and thoroughly enjoyed it - I.e. it scared the willies out of me.
I loved the tension. I loved the claustrophobia, the fear that a mob of infected villagers could be lurking round the corner, or, worse, a chainsaw wielding mutant that feels no pain. Or a dog. Or a ludicrous boss.
I found that whenever I reached a save point I was "right, that's it for the night" even if it was only 15 minutes of play, because I was scared.
The first time I reached the village encounter, where the villagers swarm and you first see a chainsaw gimp, I had to switch the game off and go and have a quiet lie down somewhere safe.
I enjoyed that as the game progressed and I upgraded my weapons and became a better shot that the low level villagers dropped like flies and dreaded the boss encounters and set pieces.
And I hated Ashley...

So I had high hopes for RE5. I'd read the previews and seen some of the gameplay and decided to ignore the controversy.
It apparently was more like RE4 than the other RE games, which was good. I found the first three unplayable due to the fixed camera angles, so something more like 4 was a good sign.

Playing it, though, is a very different feel. RE4 was a slow burn. The plot unfolds slowly, as does the cluster fuck value. You just meet aggressive villagers at first, and chainsaw mutants only appear to signpost significant challenges and to let you know that things are going to get much harder soon.
The story starts off as a simple hostage rescue and evolves over the course of the game into a conspiracy to control mass populace with a mutant parasite.

In contrast Resident Evil 5 pretty much starts off with "look, all these tribesman and townsfolk are definitely infected with the parasite from the last game!"
There is no mystery. No tension. It's a tactical shooter from the first encounter.
Oh, and I keep dying.
In the first encounter.
Which sucks.

So I was ready to give up on the game, but only once I'd tried out the extra material from the Gold Edition DLC I'd bought.
The multiplayer verses mode didn't appeal to me. I'd just die. I have no idea what Mercenaries is either, so I tried Lost in Nightmares, which tells the story of one of the main characters don't something previously (I'm sure that the actual details are not important).

It's ace! It's set in what looks like the mansion from the original Resident Evil, and is dripping with tension.
I've reached two checkpoints so far and not had a single combat encounter, which is brilliant.
I've come across lots of foreshadowing of the immense cluster fuck yet to come - blood on the walls and floor, destroyed scenery, dead security agents, broken cages and cryptic entries in abandoned journals.
It's going to go south very soon.
Which is the key. I'm loving the anticipation. I'm not disappointed when there's nothing around the corner, I'm relieved.

So I'm probably going to play through the DLC before returning to the main game, which is probably a bit perverse.