Monday, May 2, 2011

Vampire 20th / The modern world

I woke up this morning to a massive world news story. You may be aware of it. I'll not issue any spoilers if you've not.
It reminded me of something I'd been thinking about a couple of weeks ago, around the publication of White Wolf's Vampire: the Masquerade 20th anniversary edition (V:tM R.5?).

Firstly, a link, link fans:
http://www.vampirethemasquerade.com/

Are we up to speed? Awesome.

What I was thinking was this: how are they going to adapt the setting to reflect 2011 onwards? Or, how are they going to incorporate the events of the last ten or so years, specifically 9/11?
With the publication of Vampire Revised in 98 (?), there was a revision of the Assamite clan, and the metaplot focussed on a threat from the East.
Then, just as New York by Night was due for publication, the Twin Towers were attacked and the world changed over night.
White Wolf chose not to pull or amend the book, instead opting to fix it firmly before the attack and present it as a tribute to a heroic city.

Or, in other words, real life events did not affect the metaplot.

So I found myself wondering what take V20 will take on the events since 9/11, and on the events of the last few days.
Will the Assamites be affected? Theoretically they should be sympathetic to some of the ideologies of the Muslim extremist movements, and are certainly geared up to wage a war against their enemies.

I also think that playing an Assamite would be a roleplay challenge in itself, given recent events.
Could most players do the concept justice without crossing any lines of gaming etiquette?
I don't know, myself. It would be hard for me to portray a fundamentalist amongst people who personified everything he stood against.

Finally, a question to you all: should a RPG game reference world events as defining and emotive as 9/11?


Sunday, May 1, 2011

Why are there so many doors around here? / Changeling: the Lost antagonist

The Huntsman approaches through the Hedge
I'm itching to play Changeling: the Lost. It strikes me as such a mature and evolved game, with such a strong focus on humanity, loss, and of course, madness. Every time I read the core rules, or just think about the setting, my palms start to itch.

So, to partially appease my inner gaming urge, I have been working through scenarios in my mind: What would I do with a Changeling campaign? How would I run it? What would I focus on?

Here's one of the things I've come up with. This character presents a mystery for the players to uncover, and a problem to resolve. He's been statted as a legal starting character, with one fudge - I gave him an extra 1xp so he could purchase the Dream 1 contract. Other than that, somebody could pick this character up and play him.
Although I would advise against it..

The hook that gets the players involved is the growing number of gateways to Hedge that are appearing all over the city. At least one a day is being discovered, and the Freehold is concerned - these doors are in seemingly random sites, and present a growing risk from rival Freeholds, rogues, Loyalists, the True Fae themselves - the map of entrances and exists to the Hedge is changing daily, and the Freehold is struggling to keep up.
The Huntsman
The players should be tasked with tracking down whoever is opening these doors, and making sure that no more are opened.

The cause is a Changeling known only as The Quarry, freshly escaped from captivity and blundering through the near Hedge and local city.
The Quarry is a Runnerswift, taken by a Fae Huntsman some ten years ago and continually hunted with dogs and horses for all that time. The Quarry's only companion during this time was the constant fear of capture, fear of the dogs, fear of the horn. Now he has finally escaped, but he doesn't actually know it. All he knows is that he needs to run, to hide, to always make sure he has an exit, to fear everything.
Now he is in the players city, constantly jumping from the world to the Hedge and back in an effort to evade capture. He doesn't know where he is, hasn't even considered trying to reclaim his old life, and is terrified of everybody and everything, especially those people that look like the monster huntsman and his pack that took him.
If he sees the players, he'll bolt.
If surprised, he'll run.
If he sees a dog or horse, he runs.
The Hedge side of the city
If he feels trapped, enclosed or out of options, he will do anything to get away.

If the players can find a way to reassure him and quell his fear, he could talk to them.
He could alternately be scared away from the Freehold and the surrounding area, becoming someone else's problem.
And, of course, they could kill him or similar, although it should be made clear that they're not dealing with a malevolent threat, rather a terrified young man who's just like they were.



-----------------------------------------------------------------


The Quarry
The Quarry
Male, 18 years old
Beast / Runnerswift (rabbit/hare)

Virtue - Fortitude
Vice - Gluttony

Attributes
  • Intelligence 1, Wits 4, Resolve 2
  • Strength 2, Dexterity 4, Stamina 2
  • Presence 1, Manipulation 1, Composure 4

Skills
  • Crafts 1, Investigation 1, Medicine 1, Occult 1
  • Athletics 3 (sprinting, jumping), Brawl 1, Larceny 1, Stealth 3 (moving in woodland), Survival 2 (foraging) Weaponry 1
  • Animal Ken 3, Streetwise 1, Subterfuge 3
Merits
  • Hollow 1 (a basic burrow in the Hedge)
  • Fleet of Foot 2
Contracts
  • Contract of Smoke 3
  • Contract of Fang & Talon 2 (rabbit/hare)
  • Contract of Dream 1
Wyrd 3, Glamour pool 12
Health 7, Willpower 6
Clarity 5
Size 5, Speed 15, Initiative 8, Defense 4

Flaw: Phobia (dogs)

FFS White Wolf, what are you playing at? / Where are the game pages?

I'm half way through writing a post about Changeling: the Lost, and thought it would be a good idea to include a link the C:tL page on the WW website, for anybody that isn't familiar with this excellent game.

Turns out they don't hold any game specific information on their site anymore. Not even on Vampire: the Requiem.
There's a split between 'old' and 'new' world of darkness, Exalted and Scion, and that's it.
In the past they've given each game line its own set of pages that include a description of / introduction to the line, line specific news, downloads and bonus material.
Now they give nothing.
Thanks for that, White Wolf / CCP. Thanks a bunch.

I've seen the rationale of moving the pdf downloads off the site and letting DrivethruRPG handle it instead, and the sudden and massive move to fan generated content (which sounds fine, on paper), but what we are seeing here is a total abandonment of the games that made the company worth acquiring by CCP in the first place.

Hell, SJ Games still maintains an In Nomine site, and that's been out of print for nearly a decade.
Because it still has fans.

I feel disappointed and let down. How could you, White Wolf, how could you?
For shame.

Friday, April 29, 2011

Fantasy Weddings / If this were D&D, a dragon would have eaten somebody by now

Right now the royal wedding is on in the background, and I found myself looking at Westminster Abbey and all the gathered dignitaries, the tradition and the military dress uniforms, and thought:

"Wow! That's pretty awesome. All we need now is for a dual with magic swords, a gatecrashing dragon and a minor comedic scuffle between Dwarf and Elf nations, and this would rock."

Unfortunately, this is unlikely to happen. 
Once I had shaken off this crushing disappointment, I decided to blog about it. I'd draw a parallel between real world royal weddings and fantasy RPG weddings. I'd point out that the world would be scandalised that the Drow ambassador had been invited, yet the Half-Elves had not, as they are not recognised as a separate race, stuff like that. The dress would be woven out of gossamer thread from the Feywild, and the groom would arrive on a griffin wielding the blazing sword of office.
Rawrsome. 

My next thought was, I'm gonna need some pictures to illustrate this. 

But, to my surprise, there are no actual D&D wedding pictures that Google can find me. In fact, there are no Forgotten Realms ones either. I even tried LRP and LARP weddings, as they love a good wedding, and nothing. 
The Google image search of Dungeons and Dragons Wedding did throw up a picture of a lovely young girl whose modesty was protected only by a Sega Dreamcast console and two controllers. 
I kid you not. 
I swear i wasn't looking for it. 

Final Fantasy didn't let me down.
I am disappointed that neither of them are a cat, though
So, a couple of genuine questions for all you gamers out there: 
Has a wedding ever featured in one of your games? 
Who got married - Player character(s) or NPCs?
Would you actually be engaged by an in-game wedding?



Long Distance Gaming / How to video conference for success and XP

I have two young kids, a house that's too small and I don't drive. Most of my gaming friends are steadily moving away. I am suffering from geek withdrawal, and my video games don't provide the same fix.
Whilst discussing a friends upcoming Hunter: the Vigil game via email, I was reminded that some people have managed to successfully play games using the internet - chat, IM, video conferences, stuff like that. I'd even looked into it myself a couple of years ago.

Could it work? Maybe...

So i've been poking around the internet (with moderate safe search on - i'm not a prude, but i'm not specifically looking for naked lady chat) and have found that the cool looking multi user white board featuring file uploading video conference site i'd used two years ago, Palbee, doesn't seem to exist anymore.
However, a site called Bigmarker does, and seems to do exactly the same thing, but with nicer graphics.

I'm thinking of inviting some friends to a test, but I do have some reservations:

  • Awkwardness - Will the heady thrill of genuine human contact be missed? Will we just look shyly at our hands like teenagers on a first date?
  • Dice rolling - So, how do we monitor this? I'm not explicitly accusing anybody of cheating here, more that I take an interest in my players rolls, which allows me to a) help translate roll results into action, and b) fudge stuff if the roll generally unsatisfactory. So, how do I see the dice? Should we use a dice roller program, or everybody have a second webcam pointed at a designated rolling space, or should I just unclench?
  • Character sheets - similar question to dice. I like to collect them in and keep hold of the character sheets at the end of each session. This prevents players turning up to sessions without their sheets. Players, it must be remembered, are prone to forgetting dice, pencils, books, character sheets, miniatures and their own names, so i feel this is an understandable precaution. 
  • Character creation & book reference - this usually involves sitting down the player(s) and the relevant books. Seeing as most gamers I know don't actually buy the books, it's down to the GM to bring them along. Not really possible over the net. Not unless I get creative with a web cam or scanner.


I'm hoping the benefits will out weigh the costs, though, namely that I can game with my buddies, and not actually leave my living room. Result.

Thursday, April 28, 2011

Gumshoe / Setting a trap for the bad guy

I like Gumshoe games. I own Trail of Cthulhu, The Esoterrorists and Fear Itself, and plan to invest in Mutant City Blues at the very least.
I like the investigative slant to the games, especially as the systems provide a fit for purpose medium for playing games that ape popular TV shows: CSI, Criminal Minds, The Mentalist, X Files et al.
I really appreciate a good cop drama / murder mystery, especially the quirky end of the spectrum.
I do have a problem, though, and its nothing to do with the system. It's about how you play the game.
Many crime dramas, at one point or another, will set a trap for the bad guy. The trail of clues has led as far as its going to, and the detectives are now at a loss.
Enter the maverick investigator, who creates an elaborate and entertaining trap for the killer, one designed to identify the perpetrator and separate them from the pack of suspects. This device is used almost weekly in The Mentalist.
How could you do this in a game? As a device, its fun, dramatic and rewarding, and a massive narrative contrivance.
For it to exist in a game, a number of things need to happen.
The plot must have presented enough clues and detail to allow the set up.
The GM must be willing to run with such a device, and able to think on their feet fast enough to do so
The players must be creative enough to coke up with a workable model, and have gathered enough evidence already to create such a trap.
As it stands, the missing ingredients that prevent such devices occurring in my games are, unfortunately, my ability as a GM to line up the clues and run with such a high degree of player creativity.

Wednesday, April 27, 2011

Little Boy Lost / Caught in the Thorns

I had this story idea back when I was running my Hunter game, and I've been prompted to think of it again following recent events in my personal life.
My idea for the Hunter game was to create a sympathetic antagonist that maybe they didn't want to stop, but probably should.
I settled on a Changeling freshly escaped from captivity and returned home from her time in the hedge, changed and confused.
The Changeling was taken when 10 years old, and has matured some 8 years whilst in Arcadia. Unfortunately time in our world has not moved as swiftly, and she has been gone only a year.
Of course, she hasn't been missing. A Fetch took her place and has been living her life for the past year.
When the Changeling turns up at her family home, she finds an 11 year old girl made of twigs and leaves who looks like she did and answers to her name.
Her family turn her away and call the Police.
She escapes, and with nowhere else to go, follows her family.
The Fetch fears discovery greatly, and begins manifesting powers to evade detection and to expose the Changeling, but not before a family member is convinced of the truth.
Acting together, this 'converted' family member and the Changeling kidnap the Fetch, their intent to find out what it is and what is happening.
At this point, the Hunters enter. They are alerted by the kidnapping, and the reports of the strange girl and her insane stories.
As they track and find the Changeling, she uses her obviously supernatural Contracts and abilities to escape.
She returns to where she has the Fetch imprisoned, and as the Hunters confront her again, the Fetch is killed and explodes in a shower of leaves, string and rags.
The Changeling collapses as if wounded, and the perceptive amongst the Hunters will notice a ragged shadow escape from the Fetch's corpse and flee to the dark corners of the room.
This story arc should take about two sessions to play out, and hopefully should surprise the Shit out of the players.

Monday, April 25, 2011

The perfect crime? / Post update

I have integrated my Aeon Trilogy books with the rest of our book case stock.

I wonder if my wife will notice...



Aeon Trilogy / Hiding stuff from my wife

I am a criminal. I went up in the loft this afternoon, on legitimate house storage business, and took the opportunity to re-introduce my Aeon Trilogy books to our shelves.
Adventure! was already there, so why not usher them all out into the open...

I love these games. They're Pulp, Cyberpunk and Superhuman games that run together into a two century long epic plot of human potential.
System wise, they birth both Exalted / Scion and New World of Darkness.
Presentation wise, they revitalized WWs book format, with in-genre setting material for the first half, and system & storytelling at the back. This made the first half readable as a standalone book. Rawrsome!

The three main books received critical acclaim when published, but didn't do well enough on the sales front to warrant continued support. Trinity, as the first game, received about a dozen supplements / story modules, and Aberrant got about six-ish. Adventure! stood alone, but was such a work of transcendental genius that it didn't need anything.

Let me be clear on that last point.
Adventure! is possibly THE best game of all time. Ever. Hands down.

Anyways, I was looking round the new WW website last week, and couldn't find anything to do with these games. Have they stopped supporting them? It would be a tragedy if they have.


Friday, April 15, 2011

Object based story idea / Briefcase full of trouble

I've had this idea floating around in my head for a couple of years now. So long, in fact, that it's probably reached the point where i'll never use it, so you can have it for free. Please be good to my baby.

The idea is: One of the players, or an NPC associated with the players (preferably somebody they are bound to, like a younger sibling, best friend or lover), 'acquires' a briefcase. They don't know who it belongs to, they just have it now. They're not too keen to tell you how they got it, but they are keen to see what it is that's rattling inside it.

The briefcase is average size, clearly expensive, and locked. It's easy enough to jimmy the lock, though, with a little effort. It clicks open on the first or second attempt, leaving barely a scratch on the exterior faux leather.

Inside the briefcase is a whole load of trouble.
There's a gun with at least one bullet down.
There's a kilo of coke or smack.
Some money, about a grand, with specks of blood across the edges.
An envelope containing photos of a naked and unconscious high school girl.
A 2gig memory stick full of spreadsheets, names, dates and map references.
A diamond ring.
The keys to a fast, expensive car.

From this point onwards, any number of things could happen. The players could decide to dispose of the briefcase and its contents. They might want to keep or use some of the stuff inside. They might think the best course of action is to turn it into the proper authorities. They might seek advice from somebody more experienced, or more influential.

What will happen is they will become aware that they are being followed. Maybe by government suits, maybe by the Police, maybe by mobsters, maybe by all of them. Their houses and flats will get turned over. People they know will be intimidated, roughed up or even wake up dead.
Finally, the person who 'acquired' the briefcase will be arrested and charged with a string of heinous crimes - murder, drug trafficking, espionage, rape, fraud, kidnapping, robbery.
The evidence is overwhelming - witnesses placing the character at the scene of all crimes, video tapes, phone taps, forensics, legal documentation, motive, opportunity, means. It does not look good.

There are, however, at least two ways out of it.


  1. Commit a crime, put something from that crime inside the briefcase, and then allow somebody else to steal the briefcase. This is the easy option.
  2. Solve all the other crimes that have been covered up by the briefcase. This is the hard option.

So what is the briefcase? It's a magic item that diverts all suspicion and evidence of a crime from the actual perpetrator and onto an 'innocent' patsy instead. The unlucky patsy has to steal the briefcase and open it, and then suddenly becomes the chief suspect in multiple serious criminal investigations, and any 'unofficial' investigations that any wronged parties may be pursuing.

For example: Fingers Malone shoots Micky the Hat in the face after an argument about a card game. Fingers needs to lose the gun, fast, and needs to get himself an alibi faster. He puts the gun in the briefcase and leave the briefcase on the front seat of his unlocked car which he then parks in a bad part of town. Inevitably the briefcase is stolen by Sniffy Smith, a loser meth head looking for his next pipe. Within a week Sniffy is arrested for the murder of Micky the Hat after his DNA and finger prints are discovered at the crime scene, and Micky's mother recalls Micky arguing with somebody fitting Sniffy's description. A couple of days later, Sniffy is ganked with a shiv in the prison showers after Micky's gang pay another inmate to teach him a lesson.

Had Sniffy wanted to get out of the situation, he would either have had to prove that Fingers had shot Micky the Hat, or stash some evidence of his most serious crime to date in the briefcase and have it stolen.
Unfortunately Sniffy isn't smart enough to do either, so is sent down the river and dies of a perforated kidney shortly afterwards.
Poor Sniffy.

EDIT
The wireless keyboard on my desk top PC died the other night. Luckily shortly after completing a sentence. I was left with the dilemma of either a) publishing an incomplete post, or b) saving a draft until I sorted out my technical glitch.
I chose option a.

There are still a few points I wanted to cover with this post, and publishing them separately feels rather unsatisfying.

I tagged three games in the 'labels' field of this post: World of Darkness, The Esoterrorists and Fear Itself. Why? I'll tell you why...

For The World of Darkness, when running with the above story seed, I would try to play up the ethics involved. The player characters face a much harder road if they opt to travel the high road - i.e. not succumb to the 'get out of jail free' card the briefcase presents and either take the fall and become a scapegoat, or try to solve the other crimes and bring the perpetrators to justice.
The players themselves may already have committed a serious felony or two between them, and may relish the opportunity to get away with it. It would be easy to just let them, and in many ways, this is what should happen.
However, if they do choose this course of action, then they should have to make a high penalty Morality check, even if they're a Werewolf following Harmony (I guess - The book is all the way over there on my shelf, and it's late...).
So, the character can dispose of a potentially sticky problem, but they have to deal with the consequences of that - Morality loss - as they doom another innocent soul to life in prison/the death sentence/a grisly murder etc.

If the players are predisposed to investigating mysteries and bringing people to justice, then a Gumshoe game like Fear Itself or The Esoterrorists would work well with this object. Each item within the briefcase should provide a solid enough clue to begin an investigation into the crime and who committed it.
Additionally, there's the investigation into the briefcase itself. It should have as exotic a backstory as you can muster - a cursed item, created by a tempting demon of wrath? An Esoterrorist tool pulled from the Outer Dark? A haunted item powered by a ghosts regret?
Extended research into the briefcase's past should pull up clues to it's powers and history - hints at when it may have surfaced before, possibly in other forms - a bag, a book, a cloth sack - and who may have benefited or suffered from it in the past. Characters can expect to have to pour over newspaper archives, police records, local history and interview key witnesses before they can piece together what it does.