Friday, May 30, 2014

Like Attracts Like

This is the last of my promised one-a-weekday campaign posts.  Next month, I intend to continue posting on things and stuff.  There may be more posts like those I have just completed as I have new campaign ideas come up.  Believe it or not, the well is not completely dry.  The number of fully formed ideas, however, is much shallower.  I have a lot of concepts like: "Hey!  We could mash up Interface Zero and Savage Worlds Fantasy Companion and make a Shadowrun game with a magic system I actually understand!"  Until I have a more concrete idea of where to go with that concept, I don't consider it post worthy.  Also, there is the big finale post that I had hoped to wrangle into submission for near the end of this, but it still eludes me.  Which is a shame, because if fits wonderfully with what I am presenting today.

My idea for the day is not really a standalone campaign, although I guess it could be considered as such in its roughest form.  Rather, I think this idea is better used in conjunction with another fantasy game.  An overlay, or lens to use the GURPS term, if you will.  I will also say that it is not especially original, it has been used a time or twelve before me.  What it IS is unique to my experience as a game master.  What I am proposing is to place a character creation constraint on the players and have them design characters that are all of the same class.  I have been kicking around the idea of proposing this for years and I can think of no better time to present it to the prospective players.

Now clearly, this would be much easier in a game where there are actual classes, but as the people I game with are smart, I do not think this is such a difficult obstacle to overcome.  Even in games with classes (and sub- and prestige classes) I think exploring differences the base class offers is a worthy goal. Also, I understand the old arguments about niche protection and thumb my nose at them all.  In fact, I think one of the primary reasons to engage in this exercise is for the players to see just how different the characters could be even with similar career paths.  Since this is an exercise in class, let us look at ways that each of the traditional classes could be used and created to accentuate these differences.

Since I just caved and finally put some money down on the Guild of Shadows Kickstarter by SQPR Games, perhaps the Thief/Rogue class should be the one to begin with.  I have already had one player indicate that they liked the idea of playing a Thieves Guild game.  That is certainly a possibility with the players creating a team of rogues:  the acrobat/second story man, the light fingered cutpurse, the brutish mugger, the smooth confidence woman, etc. Perhaps the characters are all new to town and are forced to work together to show the Guild power structure that they are worthy of admittance.  Or perhaps their are multiple Guild-like organizations who operate in a shadow war.  The players then could either be new to town and have to pick a side, or could already be members of one of the factions and therefore be active in the conflict.  Alternately, perhaps their side already lost, and the objective becomes protecting themselves from the vindictive victors.

Perhaps the easiest class to diversify in is that of the Fighter.  In a game like Banestorm, one of the players could be a noble knight, while the rest were men-at-arms, scouts/foragers, archers.  Even should more than one player be a knight, there are always different orders of knighthood that could differentiate the players.  Perhaps one is skilled in mounted combat while another is better with sword or axe.  In a more traditional fantasy game, the task becomes even easier.  A fighting adventure company that consists of a tough close fighter, a quick skirmisher, a ranged expert, and a big hitter could emulate much of a traditional adventuring party all within the warrior class.

A group of magic-users could really diversify as well.  The classic set up would be four magicians each focusing on one element.  Earth, Wind, Fire... no wait, that is a funk band.  Earth! Fire! Wind! Water! Heart! DAMMIT, that is Captain Planet and the Planeteers.  Well, you get the point.  Alternately, in a game where magic is carefully hoarded, perhaps each of the PC magicians  is a member of a different magical order that jealously guards the spells that they consider their exclusive domain.  In this setup, each PC has access to spells and training the others will not.  In a game like this, they PCs would be brought together to defeat some powerful magic user who has somehow managed to steal and combine the secrets of one or more of the orders.  Or maybe they just decide to band together to shore up each other's weak points.

A group of disparate clerics intrigues me as well, mostly because it seems to be the least likely to ever see the table.  Why should the clerics ALWAYS be healers only though?  A Warpriest, a protection expert, the buffer, the direct damage priest who calls down the wrath of her god are all good options as well.  I could easily see a party of priest that are all devotees of the same god.  Perhaps they have been sent out into the world to thwart the machinations of a rival god, gain converts in a new land, or perhaps just to display the various powers manifest in the godhead.  I think a game in which each player was the devotee of a different god would be an interesting wrinkle as well. Imagine each member of the party as a representative of their respective church, brought together to investigate rumors of a strange nihilistic cult practicing somewhere in the city/countryside/sewers/homes of the rich and powerful.  The players would have a common goal, but perhaps very different worldviews.  That sounds like a game I would like to play in or run.



Thursday, May 29, 2014

Cut with Our Own Dust


"Whether we fall by ambition, blood, or lust, like diamonds we are cut with our own dust."
-- John Webster


I started a different post for today, but it is really not coming together the way I want it to.  I have a system for writing just about everything (I know you are shocked).  The post I wanted to make has not only broken my system, it has shattered it and scattered the pieces to the four winds.  Since I am on a self-imposed deadline and time is winding down, I will change over to a different topic and try to wrangle with the original post when I have more time, patience, and a better idea of how to tackle it.

Instead, today I will reintroduce a pitch that I made to the weekly group last year.  At the time I developed a paltry five different game ideas and presented them.  As there were four players, I allowed each one to eliminate one of the pitches and then we played what was left.  That process ended in the Supers game that I have mentioned a time or two already.  One of the other pitches has made an appearance earlier in the month.  The other two have potential as well and may show up after this month is over.  Today, however I want to talk about dust.  Specifically Other Dust.

A few years ago, author Kevin Crawford came out with a pretty nifty space game called Stars Without Number. The game is an intriguing mix of old school and newer mechanics. And even better, the game is free.  He does have a spiffier version that you can pay cash for, but the free SWN is complete and playable on its own.  Unlike so many other free games, looking this one over does not give the reader the impression that they got what they paid for.  SWN is, in fact, pretty damn good.  The true innovation Crawford creates was a system of keyword that the game master can attach to a place (in this case planet) to use as shorthand in case the players decide to go there some day.  When someday arrives, the GM uses the keywords to flesh out the location.  Looking at what I wrote, what he did does not seem very impressive, but I assure you that is the limitation of descriptive ability and not his product.  The system is amazing, adaptable and deserves better than the vocabulary I possess to describe it.

With the publication of SWN, Crawford made a name for himself as a solid game designer and has developed a bit of a following among independent minded gamers.  Capitalizing on his success, Crawford has adapted his keyword system to other genres.  Other Dust, which shares a history with SWN is his post-apocalyptic entry.  It uses a system compatible with  SWN, but different enough that the characters feel like survivors instead of citizens of the stars.  The setting is Earth, but one that had already colonized the stars before the end came.  Events in SWN reveal that Earth was abandoned.  The history of Other Dust reveals what happened to those who were abandoned.  I find that combination of stories irresistible and  something I would like to explore.


The Pitch

When the cities look like this, maybe
 it is time to look to the stars.
When it was obvious that Earth had finally succumbed to the years of greed, environmental devastation, and subsequent natural disasters, those who could afford it took to the stars.  You were lucky enough to win the lottery and secure a berth on one of the last sleeper ships off of the planet.  Unfortunately, when you finally emerged from the decades of cryo-sleep, you found that your ship was damaged and never made it off the dying planet.   Now you and your fellow survivors must make your way in this strange new earth, a planet that did not actually die, but did not quite survive either.  Using your limited amount of old world equipment, can you and your fellow shipmates navigate what the world has become?  And when a stranger offers you the chance at salvation, can you overcome the obstacles that stand between you and a more permanent sanctuary? Adventures will begin with PCs just trying to survive in the unfamiliar remnants of their former world, but a definite goal will eventually present itself, if the players have the fortitude to finish what they started.

Wednesday, May 28, 2014

Gaming and the Kung Fu Gorillas

A lot of the movies I watch are just flat out terrible.  My current GM Patty was recently reminded of a rather notorious movie I have spoken of semi-fondly in the past that contained *two* Kung Fu practicing gorillas.  Well, at least two actors in terrible gorilla costumes in any event.  She seemed aghast that I spend so much time on bad cinema. I cannot deny that the movie is beyond bad. But what I can tell you is that I glean a lot of good plot elements from bad movies.  Maybe not this one, but some.  The movie in question is Bruce Lee The Invincible.  Watch if you dare.


In truth a lot of my influences, gaming and life, are decidedly low brow.  I grew up sneaking around my parents so that I could watch professional wrestling and Kung Fu Theater.  The Saturday Night Creature Feature and the Late Late Show rounded out my early pop cultural education.  Many gamers grew up on Tolkein and Star Wars.  My influences run more toward Edgar Rice Burroughs and Hammer Films.  In my early post college years, I didn't have cable, so I wore out the video stores and watched every crappy movie they had to offer.  A number of those films had the occasional good idea in them, irrespective of their low budget, bad acting, and poor production.  I have re-purposed many of the best of those ideas in the games I run over the years.  Often, I will watch a crappy movie, knowing that it is crappy, just to find that one good idea that I hope it contains.

As a result, I came upon quite a few gems in the rock pile.  A number of those were the earliest Hong Kong imports.  On a pop cultural level, I was ahead of the curve on the Asian film boom of the 1990s.  Many of the best Hong Kong films really do not deserve to be mentioned in the poor company of much of what I have watched.  The Hong Kong Cinema of the late 80s and 90s was always colorful, often inventive, and regularly absolutely nuts.  Really what better source of cool game ideas could you want?

HK Cinema was such a fertile ground for gaming that Robin Laws turned his inestimable talent toward making  a game that used those gonzo cinema conventions as game conceits.  Feng Shui was the result.  It is quite unlike many other games of the time, because it encourages the characters to be larger than life action heroes instead of deeply nuanced characters.  The PCs regularly engage in big set piece fights for no other reason than that would be a really cool thing to do.  To give you an example of the aesthetic, but one of my favorite source books for the game is entitled Blowing Up Hong Kong!

The Game incorporates an intriguing back story.  There are sites of mystical power spaced throughout the world, but concentrated in Hong Kong that serve both as foci for  mystical power and portals to travel between key time periods, the present, and the Netherworld.  Various groups from each of the time periods use the portals to travel through time in an effort to find more of the portals and control them.  If any group is able to control enough of the portals, they might be able to find a way to make their time/dimension extend into the other dimensions.  In the base story line of the game, the players are members of the Dragons, a ragtag bunch of heroes from the present timeline who are interested in controlling enough of the portals to prevent any of the other factions from gaining preeminence.

Now this story is compelling enough, but if I ever got to run a Feng Shui campaign, I would like to add my own wrinkle, one that incorporates the plot of a b-movie I saw a little over a decade ago.  The movie in question is Hong Kong 97 , a 1994 film that is not great, but is decidedly better than the Kung Fu Gorilla movie.  In 1997 in real life history, Britain's 99 year lease on the island of Hong Kong expired  and government of the island reverted to China.  At the time, this caused a great amount of anxiety for Hong Kong's citizens.  Hong Kong 97 tells the story of British corporate spy who assassinates a member of the Chinese takeover delegation and then struggles to escape the island before the takeover can be completed.

My campaign idea is this:  the players are all in Hong Kong about a year before the takeover.  They have no idea about the Feng Shui sites on the island, but are dragged into the conflict when a dangerous entity from one of the other times breaks into a public place and begins killing folks indiscriminately.  Gradually, the PCs learn about the shadow war for the power sites, and the dire implications of what will happen if some other time controls enough of them.  What is worse, the Communist Chinese are very aware of the power sites they are about to inherit and plan to use them for their own sinister purposes.  Can our intrepid heroes keep the other timelines at bay, while simultaneously preventing the bad actors of their own world from controlling these sites of power?  As the time for the handover gets closer, can they figure out a way to shut down the sites and escape Hong Kong in time to escape the retribution of the new Chinese regime?

Tuesday, May 27, 2014

Adventuring Into the Black



Mi Tian Gong.  Dong le ma?
I really want to make an effort to focus this blog on the positive things about gaming.  There are a lot of things about this hobby to celebrate and like most things geeky, there are a lot of people who would rather whine and complain about what is supposed to be a source of enjoyment.  I do my fair share of that, but I would really like to limit the amount of that sort of thing that I do here.  As such, I will express my one negative opinion about this subject, get it out of the way, and then make my way to the more constructive and creative aspects of this endeavor.  <RANT> Margaret Weis Productions has made two games in the Firefly universe: Serenity, which I did not like, and Firefly, which I like even less.  The PDF of the latter was so bad that I cancelled my pre-order of the physical product before it comes out later this year. <END RANT>

While I find the published games somewhat lacking, that does not dampen my enthusiasm for the property and the potential to run a successful game in it.   The original television series lasted less than half a season before Fox cancelled it.  I was fortunate that I discovered the series on DVD a couple of years later, and was thus spared the gutting that came with the cancellation for so many of the first run fans. The Serenity movie was uneven, but at least it brought a sense of completion to several of the character arcs, if not the entire story.

If you are unfamiliar with the Firefly universe, my best advice is to go.  Find it. Watch it.  If you find that you do not like it, search your inner self to figure out what has gone so terribly wrong in your life and see if there is anything you can  do to fix it.  For those who feel they do not have the time to enrich their life, I will tell you this.  The world of Firefly is set in the very early days of Human colonization of Space.  Earth was, as is often the case in Sci Fi, exhausted and humanity, primarily the Americans and Chinese went to the stars. The primary focus  of colonization is a small series of systems.  Eventually the more self-reliant, but sparsely populated, colonies on the Border, an outer ring, of planets decided that they no longer wished to be dictated to by the Alliance controlled Core planets and revolted.  The revolt did not go well.  Present day is several years later with the powerful inner rim once again in control.  The central hero of the story was a devotee of the Independent Border's  lost cause.  He exists on the fringe by operating his rust bucket space ship with a crew of quirky characters, most of whom have secrets, or at least interesting pasts,  that drive the narrative.  Eventually, they run afoul of a shadowy government group that genetically modified one of the crew.    

On the surface, that sounds pretty generic.  The devil is in the details.  The crew are all fully realized characters whose lives engage you.  The Verse
is not our own, but the problems the crew face are very accessible.  Little details transform what could be a vanilla effort into something truly special.  The characters speak in a mixture of English and Chinese slang that seems odd to the ear, but quickly becomes second nature.  The equation of the Border colonies with the American West, complete with sheriffs, six guns, and horses makes the backdrop both alien and familiar at the same time.  When the high tech Core worlds begin to make an appearance, they seem somehow even more out of place than the ranches and cowboy hats you have become accustomed to.


As much as I love each of these characters, I would
 prefer you create your own to fly the Verse.
One of the problems with the existing game material is that the authors seem insistent on replicating EVERYTHING about the series and original crew in your own characters.  I did that the first time I ran Serenity and the game admittedly went pretty well.  The game I would like to present at this time is a little different.  In this game the PCs will not own their own ship.  Instead, the ship itself is the property of a small colonization effort on one of the Border planets.  The players will indeed be the crew of the ship, but rather than vagabonds bouncing around the Verse at their own whim, they are responsible for delivering some of the valuable commodities produced by the colony to buyers and return with supplies desperately needed for their friends and neighbors.  It is one thing for a crew to pick up a cargo of grain and trade it for some medical supplies.  It is quite another when you are delivering your neighbor's entire crop and failure means that she and her family will likely starve to death, or die of the space measles if you do not return home with the proper vaccination in time.  The various adventures will roughly split equal time within the colony, in the Black transporting goods and the occasional passenger back and forth, and on other planets including the occasional foray into the byzantine Core.  

Monday, May 26, 2014

The Heartbreak of Desolation

Even with the ever greater encroachment of things that are only tangentially related, Gencon is undoubtedly the biggest annual event in American tabletop gaming.  It is THE place where gamer companies shill their products and gamers gather to buy them.  On one level that is a very good thing for both parties, the game companies have a very direct conduit to their target audience while the gamer with money has almost unlimited ways to trade that currency for product.  For the small publisher, however, this situation can often work against them.  Every year there are new, fresh faced designers who come to Gencon to sell the game that they have been working on on in their basement for years/decades.  It is their labor of love and they have brought it to the gaming mecca so that they can share that object of their obsession with the world.

The problem comes when the dealer halls open up and thousands of people come crashing into the room.  These new fledgling games are surrounded by other better established game lines, each with a shiny new project to sell.  The gamer's budget is limited (and for some non-existent).  Once Paizo, Mayfair, and Fantasy Flight have taken their chunk out of that small pie there is often very little left for those small, first time publishers.   

Now, sometimes that is just market forces working their magic.  Some of those labors of love are not really that much different than so many things that have come before.  ("But our fantasy world is so different!  Our elves are blue!")  Others are so far from the mainstream sensibilities that they seem to be more an exorcism of the designer's personal demons than a playable game.  ("But our fantasy world is so different!  Our elves eat their young to power their magic!").  Every year though, there are a handful of new products that have a new or at least fresh take on their genre without being so decidedly odd that they could never gain a following.  Unfortunately, the market is so tough that most of those games fail too.

Exhibit A.

One of the best examples of a game that came to Gencon and fell through the cracks is Desolation by Greymalkin Designs.  The core rulebook is a beautiful hardback with professional production values.  The artwork is evocative, feature some gorgeous color art in the center section, and maps by William McAusland.  The premise, of a near-Utopian fantasy society that has been recently shattered by a huge magic purge, is accessible, yet fresh enough to provide a unique roleplaying experience.  And yet, even as I was paying for the game at the booth, I could tell that the game was probably doomed to membership in the Dead Games Society within a year or two.  The booth was sandwiched among a number of well known properties, and looked more than a bit forlorn.   Also, in its original state, it uses a modified version of the Ubiquity system (originally used in the game Hollow Earth Adventures) which employs a very odd dice mechanic which can be, frankly, off-putting.

The game world, however, has a lot to recommend it.  The setting begins in a fantasy world eighteen months after a magical cataclysm occurred.  Before the catastrophe, the Ascondian Empire stood as a bastion of civilization in the known world.  By harnessing magic the Ascondians were able to make tremendous advances in agriculture, architecture, medicine, and culture.  The Empire became a model which other nations resented and admired in turn.  Even as the Ascondian's reached higher, however, the metaphysical tensions of the magic/technological union began.  Using magic could physically harm the practitioner.  The Burn, a fatigue based damage, afflicted every magic user.  Magicians used a number of means to dampen the effects of the burn, causing the magical backlash to manifest itself in a more dramatic way, the Night of Fire. 

The Dwarven race was almost wiped out as their mountain
holdfasts,  augmented by Ascondian magic, collapsed and
became their graves. 
As the sun set across the world one evening, the magical backlash manifested itself as a world spanning cataclysm.  For lack of a better term, the magic took itself back.  Magical items lost their abilities.  The huge, physics defying edifices created by the Ascondians crumbled in a moment.  The evidence of magic as a force of nature became evident as storms erupted, mountains collapsed, rivers changed course, and great chasms opened in the earth, some swallowing entire villages.  Forests burned, or turned to stone.  Stone melted or became ice.  By the following morning, almost no part of the land remained unaffected.

In the aftermath, the survivors are forced to learn to survive in a world where their previous reliance on magic is shattered.  Magic still works, but without the previous ways to mitigate the Burn, recreating the old traditions is not an option.  In an evening, the world has gone from High to Low Magic.  Those who can still weave spells must also contend with sometimes angry resistance from other survivors who worry that the effects of the casting might bring a recurrence of the Night of Fire.  

The setting offers some interesting twists on the usual fantasy races as well.  Humans come in several different flavors.  The Ascondians are the baseline human race and are analogous to a Romanesque people who expanded from their small city state into an empire using magic and force, but incorporated conquered foes into the fold much as Rome did.  Other human races from the lands outside Ascondian sway exist as well.  The few remaining Dwarves come in two varieties, Mountain Dwarves who seem intent on reclaiming what is left of their mountain holdfasts, and Desert Dwarves who have taken their knowledge to the salt mines of the Saikin Wastes.  The Elves of the world, while they did not necessarily share the technological bent of the Ascondians, were just as sorely pressed when the Night of Fire dramatically reduced their reliance on magic.  Lonarians are the small folk of the world.  Island folk, the Lonarians are a somewhat savage and strange folk who use curse magic to great effect.  Two more original races round out the Desolation role call: Mongrels and Rovers.  Mongrels are a catch all of mixed parentages.  No two mongrels look quite alike, making them the most downtrodden of pre-cataclysm races.  Now that the "great" races have been laid low, some Mongrels see the modern age as a time when they can excel as well.  Rovers can be best described as sea faring gypsies.  The are traders who live in great ship cities, and sometimes come ashore.  Their society is expressed by an intricate series of bodily tattoos that tell their life story to those who know how to read them.  While they resemble humans, they are a distinct species, and some may even possess gills.  Kinda like Kevin Costner in Waterworld, only not nearly so lame.

This is a very open world.  One that allows for both a wide variety of characters and adventures.  On one hand, I could see the characters all being from the same village trying to rebuild before some combination of winter and invaders came.  In this type of game, the characters would have a definite home base and could venture out as need dictates.  On the other hand, a game in which the characters are all travelers of differing backgrounds would be equally possible.  In this setup the players could come from virtually any background, but have decided to travel together for the safety that numbers provides.  For a game set in the world of Desolation, I think I would sit down with the players and let them decide which style of game they would prefer.