One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die.” -Hunter S. Thompson
Tuesday, October 15, 2013
Monday, October 14, 2013
Seeking Tranquility
I've wanted to run an Eberron campaign ever since it was first released so many years ago. The problem was I couldn't think of a way of doing the setting justice. It was obvious that this wasn't just another D&D world like so many others. Eberron had a tone to it that wasn't typical of the pseudo medieval Europe or the swords and sorcery feel of Conan. I was excited by the fresh take on fantasy it offered but daunted by what I was supposed to do with it. Today I think I have a much better idea of how I would run a campaign set here. Perhaps if 5e proves interesting I'll run it one day with that system, if not theres the possibility of Savage Worlds. Anyway below is a possible campaign model that mashes Eberron and Firefly that gets my gaming engine in high gear.
Tranquility
An Eberron Dungeons
& Dragons Campaign
Tone
Pulp action and adventure
Role
of the Heroes
Your characters are all natives of the
kingdom of Cyre. Once you fought for your nation and the man beside
you during the Last War. Two years ago, on what is known as the Day
of Mourning, the still mysterious event that destroyed Cyre in one
horrible day signalled the end of a century of war and transformed
the once proud kingdom into a dangerous nightmare land known as the
Mournlands. Homeless and country less, you and your closest comrades
became something more than just brothers in arms, you became family.
Today you and your adopted family crew the “Tranquility”, a old
Fire Sprite class of cargo airship. The Tranquility represents
freedom. Freedom to choose your own path. Freedom from the horrors of
the Last War. A chance to do some good. While she is constantly in
need of maintenance, you and your crew mates do whatever it takes to
keep flying the in the skies of Eberron.
Saturday, October 12, 2013
The Hell's Attic Campaign Model
"Yesterday,
here in the middle of the City, I saw a wolf turn into a Russian
ex-gymnast and hand over a business card that read YOUR OWN PERSONAL
TRANSHUMAN SECURITY WHORE! STERILIZED INNARDS! ACCEPTS ALL CREDIT
CARDS to a large man who wore trained attack cancers on his face and
possessed seventy-five indentured Komodo Dragons instead of legs. And
they had sex. Right in front of me. And six of the Komodo Dragons
spat napalm on my new shoes."
-Spider
Jerusalem
Summary
in Brief
Apocalyptic ultraviolence and survival horror in the
far future. In other words Imagine the spawn of the aborted mind
fetuses of Lovecraft, Tarantino, Hunter S. Thompson, and William
Gibson congealed into a chilled monkey brain dessert served by
cannibal werewolf woman of the SS.
Campaign
Background
Theres a place in the far future in the Tempest System
called Hells Attic. You can check in but you can never check out.
Unless its in a body bag, then you could check out at just about any
time in this war zone. The PC's take on the role of under world scum
trying to survive in a dog eat dog world. Everyone has an angle.
There is no law and some times the light burns brightest in the
darkest of places.
The
Role of the Characters
Who you are: You are the outcasts of a society
who no longer needs you. You've been trampled over by a stampede of
grotesque dystopian nightmares called progress. Your the product of a
of society that has systematically dined on your corpse and then spat
your balls out.You are the losers, who can never get or hold down a
real job and whose only prospects are having nothing left to lose.
Your left with the choice to fade away or burn out in a blaze of
glory. The only question thats worth answering is will the Underhive
of Prospero swallow you whole, leaving no trace of your existence? Or
do you have a plan? A plan to get rich or die trying?
What you do: Anything you have to. A better
question would be what don’t you do. Murder for hire ? Sure.
Rescue a CEO's daughters from the clutches of drug dealers turned
revolutionary? All in a nights work. Hunt down a insane doctor's
latest escaped human centipede project. Pfft, please, how about
something a little more challenging? Survival is paramount.
Everything else is gravy. A good day is the one you don't die. Your a
criminal. Well you'd be a criminal if there were cops down here.
Theres just the law of the jungle and the survival of the fittest.
Between the booze, bullets, and blow you live. You live like tomorrow
might never come.
Where you do it: The Mega City of Prospero is a
massive relatively clean and pristine city. It is an architects wet
dream. It is the city of the future. Skyscrapers defy gravity, clean
energy powers the city and the maglev trains run on time. The body
looks healthy. But deep below the pristine sheen of glass and the
white gloss of synth-marble and perma-crete lies the festering cancer
that is Hell's Attic. This sprawling hive city crawls with all manner
of people, monsters, assholes, and other undesirable or just plain
unidentifiable things. If the metaphysical Hell of religion actually
existed then the Attic would be the next closest thing short of
actually dying first. In fact I'm pretty sure the Biblical Hell is
probably a lot nicer.
When yo do it: Whenever the fuck you want.
Welcome to the 26th century mother fuckers. Party like
it's 2513, because it is, in fact that year. Hey maybe your luck will
pick up and next year will be better. For the time being shit is
pretty well fucked.
Why you do it: For the rush. Because you want
your money for nothing and your chicks for free. Because it seemed
like a good idea at the time. Because sometimes We're
dicks! We're reckless, arrogant, stupid dicks. And the Film Actors
Guild are pussies. And Kim Jong Il is an asshole. Pussies don't like
dicks, because pussies get fucked by dicks. But dicks also fuck
assholes: assholes that just want to shit on everything. Pussies may
think they can deal with assholes their way. But the only thing that
can fuck an asshole is a dick, with some balls. The problem with
dicks is: they fuck too much or fuck when it isn't appropriate - and
it takes a pussy to show them that. But sometimes, pussies can be so
full of shit that they become assholes themselves... because pussies
are an inch and half away from ass holes. I don't know much about
this crazy, crazy world, but I do know this: If you don't let us fuck
this asshole, we're going to have our dicks and pussies all covered
in shit!
The
10 Traits of an Hells Attic campaign
- Everyone has an agenda. Once you figure this out you'll
suffer a lot less heartbreaks.
- Theres some fucking weird shit in the Attic. Seriously.
Fucking. Weird. Shit.
- Sometimes your enemies are your only friends. Poor you.
- Sometimes the real monsters are human. Sometime the monsters
are really nice.
- Never trust a mutant, and defiantly never feed one after
midnight. You've been warned.
- Tin foil hats will stop the psychics from reading your
thoughts . If you believe this
your really fucked.
- Always have a plan B and a roll of duct tape. Plan B being
bullets. Theres very little bullets and duct tape cant fix.
- Information is power. Always check your sources, then check
em again.
- Never join a cult. Well join a cult if you want. Just don't
be surprised when you find yourself tied up and on the receiving end
of a strap-on conga line.
- When in doubt get a really big gun that holds a lot of bullets. Preferably silver bullets.
Special thanks to Noisms at his Monsters and Manuals blog for this post that motivated me amongst others of his on CP2020 to write write this post. Thanks man, love your blog, you rock! As Happy Harry Hard On says Stay Hard everyone.
Tuesday, September 24, 2013
Saturday, September 21, 2013
Pathfinder Beginner Box: Session 2
So we had our second Pathfinder
Beginner Box session today! It went a lot better than last time. This week we split the group into two. We now have an all girls group and a all boys group. It will be interesting to see how the two groups approach the game as I plan on running them through the same scenarios. Todays group was the boys, with five players and me GMing. Time was of the
essence so I had to burn through the adventure, which I took out of
the Game Masters Guide. We played for about an hour an a half. I would have liked to have a little more time but I'll take what I can get. All in all everyone seemed to have a lot of
fun. I really enjoyed myself this time. Best of all everyone came
with their own set of dice! My buddy picked up a GIANT d20 with skull inside from Montreal Comic Con. It was WAY rad, though as you can see below the picture doesn't really do it justice. I take the buying of dice as a good sign that I'm doing something right. Below you can see some photos I snapped from today. The next session will probably be in a month due to busy schedules and will be with the second group of all girls. I'll tell you one thing, gaming with kids isn't any easier on the scheduling issue that faces us adults. If anything it seems like its worse.
Tuesday, September 17, 2013
It's a Trap Tuesday
Not much to blog about. I did manage to pick up a few PDF's recently from RPG Drive Thru during the savage september sale. My purchases included Weird War II, Thrilling Tales (savage worlds version), Shaintar, and Streets of Bedlam. Of course in honour of It's a Trap Tuesday I found this article on the origins of the voice actor behind Admiral Ackbar on io9. Thought I'd share it to shake things up for a change.
Tuesday, September 10, 2013
Saturday, September 7, 2013
Pathfinder With Kids
It's been a while on the blog front.
Truth be told theres been pretty much nil on the game table in the
past many months. Looking to change that situation I decided to start
a table top rpg club with my kids and some of their friends.
I agonized for some time about how to
go about doing this. In the end I bought the Pathfinder Beginner Box.
I have to say that this is a solid product to start beginners off
with. The production values are Paizo's typical high standards, and
theres enough material plus web extras to provide a solid base before
moving on to the core book.
This past afternoon was the big day and
while I feel like everyone had fun, I was a victim of my own
success.I had two other inexperienced dads helping me out. Along with
nine kids ranging from 7 to 10 years old! That was just too many
people. I also once again made the mistake of starting off making
characters. I should have gone the pregen route. Now that characters
are made the next session in two weeks should go better.
After character creation we had a
rumble in the town square of Sandpoint with a band of goblins who
decided to crash the annual festival. Everyone had fun bringing the
smack down on the goblins. It was during actual play that everyone
started to gel with what roleplaying was all about. Or at least the
possibilities of adventures to come. It's occurred to me that
roleplaying is kinda like the Matrix. No one can tell you what it is,
you need to experience it for yourself. As for the future of the game
I've been giving some serious thought to maybe breaking the group up
into two groups that alternate every week. But I guess I'll see how
many kids decide to show up at the next session.
Till then Im just happy to be rolling
the dice again, and introducing a new generation to our amazing
hobby.
Wednesday, April 3, 2013
The Hitch Hikers Guide to Alternity
Individual science fiction stories may seem as trivial as ever to the blinder critics and philosophers of today - but the core of science fiction, its essence has become crucial to our salvation if we are to be saved at all.
-Isaac Asimov
-Isaac Asimov
I managed to get a good bit of reading
done over the Easter weekend. During that time I had this strange
compulsion to take a fresh look at some of the older gaming books in
my library. I guess that makes me some sort of RPG antiquarian.
So as you can probably figure out
already this post is about the Alternity game line. TSR's now defunct
generic modern/science fiction RPG came out in 1998 about the same
year I got into gaming. I remember seeing the ads for it in Dragon
Magazine and thinking it was a pretty neat looking game. There was a
handful of reasons I never played this game.
Primarily I think this was because
despite Star*Drive and Dark*Matter settings it seemed to try and push
it's generic nature as its primary asset. Personally I had never
read/watched a lot of sci-fi to figure out what to do with all that
freedom. For some reason that I still don’t quite understand theres
just something about fantasy and D&D that is just intuitive.
Modern/Sci-fi gaming seems to suffer from this inherent weakness of
expectations of how to satisfactorily play shit out. This is probably
the reason why fantasy rpgs have always, and will continue to always
dominant over modern/science fiction ones.
Secondly the rules seemed fairly
intimidating to me at the time. In fact D&D 2e was already
pushing my comfort level as far as rules went. Which is to say I had
very little to none. If it had not been for people who already new
how to play, I never would have figured this shit out. Not to mention
fantasy was the bread and butter of my gaming group at the time.
Meaning that if we were ever going to play Alternity it would be
incumbent upon me to learn the rules and run a game.
Then in 2000 the d20 system and D&D
3e took the world by storm and swept me along with it. Strike three
your out Alternity. For a long time my interest in almost any other
rpg with the exception of maybe Heavy Gear or Call of Cthulhu was
next to nil. In fact it was really only the arrival of D&D 4e
that snapped me out of my misguided and stubborn love for all things
d20.
At roughly the same period in time that
Wizards of the Coasts acquired TSR they also picked up the license
for Star Wars. This was pretty much the death knell for the Alternity
game system and Star*Drive. As for Dar*Matter I'm sure the d20
version of Call of Cthulhu had a hand in making sure that line got
the axe as well. Essentially the philosophy was that if it didn’t
help sell the core d20 books it wasn’t sold by WotC. Additionally
WotC didn’t want another space opera setting competing with Star
Wars sales. I mean its just good business sense.
So 15 years later I've gone back to
these books. Mostly I was looking for material I might be able to
steal or adapt for the mythical Digital Dark Age campaign I hope to
run one day. Part of it was as I said previously this strange
nostalgic urge to revisit something from my gamer past. A chance to
visit fleeting memories of that time in my life when things were just
a little more simple than they are now.
The end result was that I came away
inspired by much of what I read. No longer did I see an overly
complicated game system. Though perhaps not as streamlined or as
intuitive as d20, there are some innovative and interesting mechanics
none the less. A Skill based system, degrees of success, and a neat
way of going about handling modifiers. I'm sort of amazed that this
game hasnt had a retro clone based off of it.
The Star*Drive campaign setting was
also pretty interesting to read. Where as before I saw a boring
generic space opera setting I could now instantly see a the
possibilities for a campaigns that could be set there. Now I find
myself wishing that I had collected all the books for this campaign
setting a little bit at a time while I had the opportunity and spare
cash to do so. Alas, hind sight, as they say is 20/20.
My prediction is after D&D 5e is
finally released, combined with the lack of attention that d20 Modern
got during the 4e era and the dumping of the Star Wars rpg license we
may just see a new version of Alternity down the pipeline. Or at the
very least a repackaging of Star*Drive and/or Dark*Matter.
Tuesday, April 2, 2013
Monday, April 1, 2013
Never Unprepared: The Complete Game Master's Guide to Session Prep
Written by: Phil Vecchione, blogger
from gnomestew.com
Published by: Engine Publishing
Format: 132 Digest sized black and
white pages
Verdict: Totally Fucking Awesome!
How is it in the in the history of
roleplaying we only now have a book about how to go about the process
of prepping to run a game? I mean we a have a shit load of books
that cover important advice that you should consider as a GM, but
almost nothing on how to take all that raw material and process it
into something useful during a gaming session.
This is a book that should be read at
least by every GM at least once. It doesn’t pretend to be
pretentious and tell us how exactly to prep for a game, but offers
system neutral guidelines and tools to become a better game master.
Its a short read, but jam packed with useful information. It
identifies the stages of prep, why their important, and how you can
adapt them to your preferred gaming style.
I found myself really identifying with
the author. He answered questions I've long struggled with about what
I need to work on and how in order to maximize the limited prep time
I have available. Really thats what this all comes down to, time
management and prepping what you need in order to feel comfortable at
the game table. What that is varies from person to person but this
book really helps you be introspective and figure that out.
For example when I ran my Arkham Heat
campaign, despite having a rules light game engine I still suffered
burn out from trying to keep one session ahead of my players. I felt
like a failure and that perhaps I just wasn’t cut out to GM. In
retrospect I think the problem was that I was focusing my time and
energy in poor and wasteful ways. In addition with so much of my time
consumed by my real life responsibilities I felt like I was never
going to have time to actually run a pre-written campaign, never mind
prep something from scratch. But this book shows you how to go about
managing your time as well.
So to wrap this up, amazing book.
Insightful and utile. Defiantly something I will be incorporating and
experimenting with in my future game prep endeavours. I don’t care
what game system or genre you prefer “Never Unprepared: The Complete Game Master's Guide to Session Prep” should be mandatory
reading for every GM worthy of the title. If I ever meet it's author
Phil Vecchione in real life one day I will totally buy him a beer. In
the mean time, thanks Phil for giving me the tools and insight to
become a better GM!
Tuesday, March 26, 2013
Monday, March 25, 2013
If you're receiving this transmission, make no attempt to come to its point of origin...
There is only death here now...
Over the past few days I've been
catching up on a bunch of movies I've wanted to see for a while.
Theses days I'm not much for one going out to the theatre and since I
got Netflix I don’t really rent DVD's all that often either. All
this is a round about way of saying I finally watched Prometheus.
I'm not sure how I feel about this
movie. On the one had the visuals were pretty amazing. It also hit a
lot of the same notes as in previous instalments in the
Alien/Predator franchise. But I don't know, some how it just fell
flat.
Warning if you haven’t seen this film
then what I'm going to talk about next will probably spoil things for
you. You've been warned.
What I did find interesting was the
concept of God and the creation of life. So the basic idea here is
that the Engineer alien race created humans. Then for some reason
they decided that us humans needed to be terminated by some kind of
bio-engineered virus. Or maybe the idea was that humans were just
stage one of the Engineers plan. Phase two was the introduction of
the mutating alien virus. Which begs the question of why they would
want to either kill us all or turn us into some kind of new mutant
species.
Now were talking about something
interesting. Maybe were dealing with a sort of reverse terminator
scenario. Maybe the Engineer's were afraid of what humanity might one
day do to them. That we had become to violent to control. Maybe Earth
was the failure. Like lab rats that served their purpose it was time
to put them out of their misery. Maybe there were other Earth like
planets that served their purpose better than we could. Maybe we were
the cain to this alternate Earths Able.
Or was it that the Engineer race was
divided on what to do with us. Maybe this was a rogue group who was
out to do some kind of terrorist act versus it's own species. Turn us
humans into a bio-weapon to be used against a more powerful political
entity in the Engineer's home world.
Or were humans being used as
bio-weapons against some far greater enemy. Another alien species
even more hell bent on destruction than we humans ever imagined
possible.
I guess it also changed my view on what
a Creator-God might really mean. Someone who creates just because
they can. Some kind of artistic drive for no other purpose then it
seemed like a good idea at the time. That maybe, like an abusive
parent this God might not be so nurturing and benign to it's
creation. If anything it makes me less inclined to believe or have
any sort of loyalty to any God/Creator if one did exist.
Ultimately from a gaming perspective it
really breaths new life into aliens for me. I've had this idea for
some time about having a intergalactic war between a species of
aliens and humanity in my Digital Dark Age campaign. The idea of an
alien race who has left archaeological traces of existence for
mankind to uncover, and whom mankind believes to be extinct, only to
return with a vengeance is one that really appeals to me. Prometheus
has if anything really sparked my imagination in terms of why and
what this war with this returned alien race might mean and be about.
So in the end I guess in some way
Prometheus was a success. At least from the point of view that it
entertained me, and then let my my reflect on hidden deeper meanings
within the film. It sparked my imagination in a way that I had never
anticipated. New interesting possibilities lie ahead...
Sunday, March 24, 2013
The Escape From Innsmouth Campaign Outline
So I've been sketching out and
searching for some scenarios to round out my Escape From Innsmouth
campaign. These would be scenarios that reinforce the
monster/investigation of the week slot I have planned. In between
these I and the main scenarios from the Escape book I would fit in
the more personal level scenarios that feature my individual
investigators. Heres my thoughts right now. This is still all up in
the air.
The Introduction Scenario
My plan as it stands now is to use the
Miskatonic University as a home base. I want to introduce Dr.
Armitage as the investigators patron/quest giver. I'm wondering if
maybe theres a way via the Dunwich Horror or some other scenario that
I could neatly intertwine their fate. The main idea is to provide the
springboard that slowly introduces the investigators to the Mythos
and thus draws them in to further investigations .
Coming Full Circle (Pagan Publishing)
This is a mini campaign with four
non-mythos horror scenarios. It's something I've always wanted to
run. It's meant to take place over a decade between 1929-1939. I'm
thinking I would change this time period to 1918-1928 in order to fit
everything in and wrap it up just before the Raid on Innsmouth
scenario which is supposed to take place nominally in February 1928.
More Adventures in Arkham Country
(Miskatonic River Press)
In my search for ideas/scenarios I
found this collection of scenarios. I've heard good things about this
company and their work. In particular there are two scenarios in this
book which might be fun to run. The first is “The Hopeful” by
Oscar Rios, and the second is “Spare the Rod” by Adam Gauntlett.
“The Hopeful” in particular is reputedly a great replacement for
the “Crawford Inheritance” in the Escape campaign. Perhaps I can
mash the two, or take bits from one or the other.
The Outline
So if we put it all together we have a
pretty epic campaign framework. I could see this lasting a good long
while. Not sure if thats a good thing or not. It could be a case of
me biting off more than I can chew. Or it could lead to the magnum
opus that I've always dreamed of running. Heres what we get:
- Introduction Scenario (1918)
- “Cold Spot”, Coming Full Circle (1918)
- In-term Period / “Spare the Rod” (1920-1921)
- “Remains To Be Seen” , Coming Full Circle (1922)
- In-term Period / “Crawford Inheritance/The Hopeful” (1923-1924)
- “The Whitewood Horror” , Coming Full Circle (1925)
- In-term Period / “Escape From Innsmouth” (1926-1927)
- “Full Circle” , Coming Full Circle (1928)
- “The Raid on Innsmouth” , (Feburary 1928)
- Campaign Conclusion
Saturday, March 23, 2013
Now With More Pac-Man
I just added a new Pac-Man widget to the bottom of the blog. I know how could I deny my readership such a valuable widget for so long ? What kind of self respecting game blog is worthy of the name with out it ! So read the blog, stay for the Pac-Man.Oh Zombiecowboy you crazy!
Thursday, March 21, 2013
I'm Going To Be A Writer
"As things stand now, I am going to be a writer. I'm not sure that I'm going to be a good one or even a self-supporting one, but until the dark thumb of fate presses me to the dust and says "you are nothing", I will be a writer."
-Hunter S. Thompson, Gonzo
Tuesday, March 19, 2013
Monday, March 18, 2013
Escape From Innsmouth Campaign Planning
I've begun to plan out the Escape from Innsmouth campaign. What follows is sort of a rough plan of my thought process and what I'd like to try and accomplish. I'm the kind of person who sort of needs a visual road map on paper in order to keep things organized and running smoothly.
The Rules System
I've run a bunch of Call of Cthulhu in the past using the 5.6 edition of the rules. After running Arkham Heat I became really dissatisfied with the way combat played out. I know tons of people feel like this system is the be all and end all and that combat is not the point, but I really want to try something new. So I will be doing a conversion using the NEMESIS rules. I plan to post my conversion notes as well as talk about my feelings on it here as the campaign goes along.
The Campaign Core
The basic core from which my campaign will be built around will be the expanded and revised, second edition of Escape from Innsmouth. This book contains a in depth look at the town, as well as the following scenarios: The Crawford Inheritance, Escape from Innsmouth, of course the Raid on Innsmouth. I will try to run these with an eye towards foreshadowing Delta Green. Of course I will be rereading “The Shadow over Innsmouth” but I will also be rereading “Once more from the top” which is a Delta Green short story that takes place during the Raid.
The Setting
With the Escape book as my core I will expand out from there. I don't want to run a globe trotting campaign. I'm going to keep this thing around Lovecraft country, specifically Arkham. I ran a noir campaign called Arkham Heat a while back. That was a much darker campaign. This time I think I'll make Arkham a little closer to Lovecraft's vision of a quiet university town. If I need a grittier city element I may send the players as far as Boston.
The Home Base
One thing I've learned from running previous campaigns, be that Call of Cthulhu or D&D, it's important to have a home base for your characters. In particular I'm looking for an easy way to bring in new characters in case of death. I've decided that in order to help stimulate the horror I want to evoke in this campaign death needs to be a distinct reality. To that end I can't be afraid to kill off characters. But killing off characters can really screw the campaign if introducing new ones becomes a joke, not to mention the loss of continuity that it can bring with it. In addition, a good home base should provide a spring board for new scenarios/investigations. An idea I've long wanted to try was to centre a campaign around Miskatonic University. The basic idea here would be to have a group based around a team of paranormal investigation researchers run by Dr. Henry Armitage. I'm looking for a semi realistic/plausible team. Less Buffy/Ghostbusters, more Lincoln Child and Douglas Preston as seen in their Pendergast series of novels. This will provide me with an opportunity to slip in Brian Burnham and Dr. Najar and fully realize their NPC potential when they become important to the Escape scenarios.
The Campaign Framework
With all that figured out I sort of need a road map of the plot points I want to hit along the way. This campaign will be a hybrid of prewritten scenarios and stuff I write myself. The way I see it there are three basic types of scenarios:
These cover the scenarios important to telling the main story. In this case thats the scenarios found in the Escape campaign book. Of course I may find it necessary to expand on these a little. The idea of this campaign is to run a fleshed out version of Escape. It's the core of this thing after all.
Investigation/monster of the week scenarios
These scenarios are not tied to the main story. I want to stay away from Innsmouth with them. No Deep Ones etc. If everything revolves around Innsmouth the town starts to become familiar and lose it's creepiness. These scenarios are meant as a pallet cleanser. A way of adding verisimilitude to the campaign. These should take no longer than a session to run, two at the most. I don’t plan on adding a lot of these. The basic idea here is a quick investigation into a mystery, weird event, or perhaps stop a monster/serial killer.
Character story/development scenarios
These scenarios are meant as a way of developing and telling the individual stories of the investigators themselves. These will involve how the characters start as regular people and then change as the mythos starts to wreak havoc on their normal lives. The Sarah Connor effect if you will. At minimum I'd like to run at least one of these for each of the players in my group.
So that's where my thoughts are at in terms of running Escape from Innsmouth. Much of this will stem from what kind of investigators the players ultimately decided to make. I figure if I start small with something that begins at the Miskatonic University and then weave my own ideas with that of the players and the Escape campaign I should have something pretty awesome. The ultimate trick will be to keep myself on target and not allow myself to get distracted by anything else.
The Rules System
I've run a bunch of Call of Cthulhu in the past using the 5.6 edition of the rules. After running Arkham Heat I became really dissatisfied with the way combat played out. I know tons of people feel like this system is the be all and end all and that combat is not the point, but I really want to try something new. So I will be doing a conversion using the NEMESIS rules. I plan to post my conversion notes as well as talk about my feelings on it here as the campaign goes along.
The Campaign Core
The basic core from which my campaign will be built around will be the expanded and revised, second edition of Escape from Innsmouth. This book contains a in depth look at the town, as well as the following scenarios: The Crawford Inheritance, Escape from Innsmouth, of course the Raid on Innsmouth. I will try to run these with an eye towards foreshadowing Delta Green. Of course I will be rereading “The Shadow over Innsmouth” but I will also be rereading “Once more from the top” which is a Delta Green short story that takes place during the Raid.
The Setting
With the Escape book as my core I will expand out from there. I don't want to run a globe trotting campaign. I'm going to keep this thing around Lovecraft country, specifically Arkham. I ran a noir campaign called Arkham Heat a while back. That was a much darker campaign. This time I think I'll make Arkham a little closer to Lovecraft's vision of a quiet university town. If I need a grittier city element I may send the players as far as Boston.
The Home Base
One thing I've learned from running previous campaigns, be that Call of Cthulhu or D&D, it's important to have a home base for your characters. In particular I'm looking for an easy way to bring in new characters in case of death. I've decided that in order to help stimulate the horror I want to evoke in this campaign death needs to be a distinct reality. To that end I can't be afraid to kill off characters. But killing off characters can really screw the campaign if introducing new ones becomes a joke, not to mention the loss of continuity that it can bring with it. In addition, a good home base should provide a spring board for new scenarios/investigations. An idea I've long wanted to try was to centre a campaign around Miskatonic University. The basic idea here would be to have a group based around a team of paranormal investigation researchers run by Dr. Henry Armitage. I'm looking for a semi realistic/plausible team. Less Buffy/Ghostbusters, more Lincoln Child and Douglas Preston as seen in their Pendergast series of novels. This will provide me with an opportunity to slip in Brian Burnham and Dr. Najar and fully realize their NPC potential when they become important to the Escape scenarios.
The Campaign Framework
With all that figured out I sort of need a road map of the plot points I want to hit along the way. This campaign will be a hybrid of prewritten scenarios and stuff I write myself. The way I see it there are three basic types of scenarios:
- The main plot point scenarios.
- Investigation/monster of the week scenarios.
- Character story/development scenarios.
These cover the scenarios important to telling the main story. In this case thats the scenarios found in the Escape campaign book. Of course I may find it necessary to expand on these a little. The idea of this campaign is to run a fleshed out version of Escape. It's the core of this thing after all.
Investigation/monster of the week scenarios
These scenarios are not tied to the main story. I want to stay away from Innsmouth with them. No Deep Ones etc. If everything revolves around Innsmouth the town starts to become familiar and lose it's creepiness. These scenarios are meant as a pallet cleanser. A way of adding verisimilitude to the campaign. These should take no longer than a session to run, two at the most. I don’t plan on adding a lot of these. The basic idea here is a quick investigation into a mystery, weird event, or perhaps stop a monster/serial killer.
Character story/development scenarios
These scenarios are meant as a way of developing and telling the individual stories of the investigators themselves. These will involve how the characters start as regular people and then change as the mythos starts to wreak havoc on their normal lives. The Sarah Connor effect if you will. At minimum I'd like to run at least one of these for each of the players in my group.
So that's where my thoughts are at in terms of running Escape from Innsmouth. Much of this will stem from what kind of investigators the players ultimately decided to make. I figure if I start small with something that begins at the Miskatonic University and then weave my own ideas with that of the players and the Escape campaign I should have something pretty awesome. The ultimate trick will be to keep myself on target and not allow myself to get distracted by anything else.
Sunday, March 17, 2013
Do you hear them? Sunken bells... they are tolling for me.
"Abraham
Sapien. Do you hear... sunken bells are tolling for thee. Out of
caverns of num-yabisc, dark and terrible deep, the ocean is calling
her children home."
-Rasputin
Hellboy:
Wake the Devil
My
mind works in messed up ways. I chalk it up to my gamer ADD. Recently I
purchased some Delta Green PDFs. Delta Green has to be some of the
best game lines ever. If I have one
criticism its that they take way too long for the stuff to come out. But when they
do they are always well worth the wait.
Thinking
about Delta Green brings two thoughts to my mind. One, what game
system I want to use in running it. Two, The Escape from Innsmouth
campaign and my need to run it. Escape was the first Call of Cthulhu campaign I ever played in. Hell, this was the campaign that busted my proverbial
gaming cherry.
Theres
just something about Escape from Innsmouth that seems like the
perfect introduction to a Delta Green campaign. Part of it stems from
the raid on the degenerate fishing town. Part of it has to do with
that this is the pivotal event that lead to the creation of the Delta
Green organization.
Now
that I've discovered the NEMESIS rpg, the first question has been
answered. But then I felt like I needed a way to test out these new
rules. Something that has been tried and tested. Something that I
have a solid idea how it should turn out. Which leads me back to
Innsmouth.
Which
got me thinking about how I would like to run the Escape campaign. I want this to be
scary. So one goal I have is to put a real effort into making sure
that I can evoke a few moments of horror. To think I can make every
session scary is ridiculous. But if I do it right I think I can at least make a couple
of sessions creepy.
So
how am I going to make it scary ? I've been watching a lot of the Lost television series lately. This show is all about the secrets of the main characters and the island. Good secrets seem to be the lynch pin behind most awesome RPG campaigns too. In a horror/investigation campaign this would seem to be doubly important since you cant rely on that D&D formula of encounters being based more or less on a combat/treasure model. There needs to be more to it. So for this my NPCs and my players investigators are going to need secrets. Horrible secrets. Secrets that reveal themselves
slowly over the course of the campaign. Something that creates a
building sense of dread and revulsion in both the characters and the
players.
For sure one of the players is going to have a tainted Deep One bloodline. This should be relatively easy to do with "The Crawford Inheritance" scenario found in the book.
Another idea I had was something inspired by PS2 game Silent Hill 2. Perhaps a loved one, a family member, wife, son, whoever, sends the PC a letter telling them their waiting for them in Innsmouth. But the catch is that person supposedly died sometime ago. Or did they ? Who or what sent the letter ? Why ? Are they alive ? Are they human, a ghost ? Or is the PC just crazy ? Thats just the start. I dont have too much yet but it's the general direction I wanna go with while I meld the written campaign with my own ideas.
In terms of NPCs there are two that stick out in my mind right now as needing to be developed further. There are spoilers below so if you don't wanna ruin the campaign stop reading now you've been warned.
First is Brian Burnham the young manager of the First National Grocery Store in Innsmouth that disappears and kicks off the investigation of "The Escape From Innsmouth" scenario. I feel like its absolutely critical for the players to have a sympathetic connection with this guy. So I defiantly wanna play up his role. Maybe make him a family member of one of the characters.
Dr. Ravana Najar is an East Indian parapsychologist and avatar of Nyarlathotep. He is apart of "The Marsh Mansion Objective" in the "Raid on Innsmouth" scenario and is there to capture Esther Marsh before the investigators can. It's an interesting idea, but it comes straight out of left field. Because of that I feel like it loses the full potential that it could have.
Lastly I would like to develop some more adventures in between "The Crawford Inheritance" and "The Escape From Innsmouth" scenarios since once "Escape" happens Innsmouth becomes a very difficult if not impossible location for the investigators to be right up until the "Raid" happens. I've read "Before the Fall" but to be honest its in my opinion pretty weak. Who knows maybe a read read is in order.
Anyway thats pretty much where I'm at at this point. More thoughts and ideas to follow.
For sure one of the players is going to have a tainted Deep One bloodline. This should be relatively easy to do with "The Crawford Inheritance" scenario found in the book.
Another idea I had was something inspired by PS2 game Silent Hill 2. Perhaps a loved one, a family member, wife, son, whoever, sends the PC a letter telling them their waiting for them in Innsmouth. But the catch is that person supposedly died sometime ago. Or did they ? Who or what sent the letter ? Why ? Are they alive ? Are they human, a ghost ? Or is the PC just crazy ? Thats just the start. I dont have too much yet but it's the general direction I wanna go with while I meld the written campaign with my own ideas.
In terms of NPCs there are two that stick out in my mind right now as needing to be developed further. There are spoilers below so if you don't wanna ruin the campaign stop reading now you've been warned.
First is Brian Burnham the young manager of the First National Grocery Store in Innsmouth that disappears and kicks off the investigation of "The Escape From Innsmouth" scenario. I feel like its absolutely critical for the players to have a sympathetic connection with this guy. So I defiantly wanna play up his role. Maybe make him a family member of one of the characters.
Dr. Ravana Najar is an East Indian parapsychologist and avatar of Nyarlathotep. He is apart of "The Marsh Mansion Objective" in the "Raid on Innsmouth" scenario and is there to capture Esther Marsh before the investigators can. It's an interesting idea, but it comes straight out of left field. Because of that I feel like it loses the full potential that it could have.
Lastly I would like to develop some more adventures in between "The Crawford Inheritance" and "The Escape From Innsmouth" scenarios since once "Escape" happens Innsmouth becomes a very difficult if not impossible location for the investigators to be right up until the "Raid" happens. I've read "Before the Fall" but to be honest its in my opinion pretty weak. Who knows maybe a read read is in order.
Anyway thats pretty much where I'm at at this point. More thoughts and ideas to follow.
Saturday, March 16, 2013
A Righteous Infliction of Links Manifested by an Appropriate Agent
You're always gonna have problems lifting a body in one piece. Apparently the best thing to do is cut up a corpse into six pieces and pile it all together. And when you got your six pieces, you gotta get rid of them, because it's no good leaving it in the deep freeze for your mum to discover, now is it ? The I hear the best thing to do is feed them to pigs. You got to starve the pigs for a few days, then the sight of a chopped-up body will look like curry to a pisshead. You gotta shave the heads of your victims, and pull the teeth out for the sake of the piggies' digestion. You could do this afterwards, of course, but you don't want to go sievin' through pig shit, now do you ? They will go through bone like butter. You need at least sixteen pigs to finish the job in one sitting, so be wary of any man who keeps a pig farm. They will go through a body that weighs 200 pounds in about eight minutes. That means that a single pig can consume two pounds of uncooked flesh every minute. Hence the expression, "as greedy as a pig".
-Brick Top (Snatch)
What a bloody brilliant movie Snatch was. Not that the former has anything to do with this post nor the mini review of the NEMESIS rpg that you can read HERE. No what this post is about is me doing you ORE game masters a favour. Below are a bunch of links I thought might prove useful for the NEMESIS system all in one handy dandy place. No thanks needed, thats just how I roll hombres. In particular the links to the character sheets will prove pretty useful since the core rules don't seem to include any. The NEMESIS in a nutshell from the
totally rad Swords Against the Outer Dark blog looks like it will
also come in pretty handy. If your reading this and you have any
additional links let me know and I can add them to the list.
NEMESIS RPG Tools & Links
- The NEMESIS RPG - Download the core rules here.
- The ORE Toolkit - A 165 page toolkit by Dorian Hawkins of 1000 Monkeys 1000 Typewriters.
- NEMESIS Character Sheet - (colour) By coyotegrey from RPG.net
- NEMESIS Character Sheet - (black and white) By coyotegrey from RPG.net
- NPC Damage Silhouettes - 18/sheet NPC damage trackers from Arc Dream Publishing.
- CoC Spell Conversions - A RPG.net thread with a ton of CoC spells converted to NEMESIS
- NEMESIS in a Nutshell - Wicked awesome quick rules reference sheets by Shane Mangus.
- Cthulhulike - A Call of Cthulhu Conversion Document by Shane Ivey.
- Greg Stolze - NEMESIS/ORE creator's website.
- Dennis Detwiller - NEMESIS/Delta Green creator's website.
- Arc Dream Publishing - Publisher of ORE, Delta Green, Godlike, and other really cool shit.
- The Cult of ORE - A Google Group dedicated to the One Roll Engine.
Friday, March 15, 2013
Innsmouth Porn
By Cribs from deviantART |
Thursday, March 14, 2013
My New Nemesis
Published in 2006, NEMESIS is a generic
horror RPG that uses a hybrid of the One Roll Engine (ORE) rules from
Godlike, and the Madness Meter from Unknown Armies. Created by Greg
Stolze and Dennis Detwiller this 52 page PDF can be Downloaded free
of charge HERE.
The rules are an interesting twist on
dice rolling mechanics. The One Roll Engine utilizes solely d10s and
is designed to provide all the information needed in one roll. Task
resolution is done by rolling a dice pool (maximum 10 dice). Dice
pools are created by taking the skill you want to use (skills are
rated in dice with human average of 1-5) and adding dice from from
one of six associated ability scores (the 6 scores are rated in dice
with human average of 1-5). Success is determined by making matches.
The height and width of your roll determines how successful you are
at an action. Width equals how many matching dice you have, hight
equals how high those matches are. So for example if you rolled a
pool of 8 dice (for example 4 for the Body ability, 4 for Martial
Arts skill) and got a 4, 7, 8, 4, 6, 9, 4, 1, your roll would be
noted as 3 x 4 or a width of 3 and a height of 4.
The other interesting mechanic is the
Madness Meter. This was first seen in the Unknown Armies RPG and
functions as a way of tracking a characters mental health. There are
four gauges that track: Violence, the Unnatural, Self, and
Helplessness. Characters can become hardened to sanity blasting
effects or become unstable and descend into madness. I feel like this
system helps emulate real life mental trauma better than say the Call
of Cthulhu sanity system.
The core mechanic is relatively simple
and with additional rules adding layers of complexity. The system
itself seems to lend itself to tinkering and seems like they would be
able to handle most if not all genres without a problem. While
technically there seems to be enough here to run a game and its
available free I personally feel like the NEMESIS document is
incomplete. It feels like there should be a little more meat on this
things bones. A minor thing but I feel it bears mentioning. Lastly
these days I find myself more and more of the mind that RPGs should
be setting specific as opposed to being generic. Again just an
opinion. Lastly there is a Call of Cthulhu/Godlike Conversion Document available for download that would work well as a guide for
converting the massive back catalog of Chaosium material out there.
Final thoughts. This seems like a very
cool system. I feel like it captures that line between the crunch and
rules light system I'm looking for. I defiantly wanna tinker around
with the rules a bit and see what I can do with them. In particular I
think they would make a great replacement in a Call of Cthulhu
campaign.
Friday, March 8, 2013
My Lovecraftian Menstrual Cycle
I've been on a Cthulhu kick lately.
This seems to happen on a regular basis. I seem to suffer from some
kind of horrid Lovecraftian menstrual cycle. When it hits me I feel a
crawling in my gut, a cold shrivelling of my balls as they retract
inside me, and a feverish hammering in my head that threatens to tear
the womb of my imagination apart, and bleed horrible half-formed
mutant ideas on the floor. These ideas reek of rotten fish and
non-euclidean geometrical dimensions, slick with the after birth of
knowledge mankind was not meant to know...
Gross. I know. Being me is hard.
This most recent bout was brought on
when I made a few RPG purchases at my favourite PDF one stop shop
Drive Thru RPG. I picked up from ARC Dream Publishing:
Now my mind is on fire with ideas that
I would like to share in the coming days in the form of sperated blog
posts. So what can you readers expect ?
First up Delta Green. I'd like to do a
review on each of the PDFs DG:Targets of Opportunity, and DG:Eyes
Only. Secondly I had some thoughts and ideas on how I would go about
setting up a Delta Green campaign.
Secondly I wanted to write about Call
of Cthulhu and the Escape from Innsmouth campaign. Why and what does
this have to do with anything aside from being Lovecraftian ? Well
I'll get into that in it's own blog post. The short answer is that
because Delta Green has it's origins in the Raid on Innsmouth.
Whenever I think of running Delta Green my thoughts invariably come
back to Escape from Innsmouth. Now I have some ideas on how I would
like to run this and things I would do to make this a totally awesome
and memorable campaign.
Lastly the NEMESIS rpg (A.K.A the
horror version of the one roll engine game system, or Dark ORE). The system is free and I'll let you know what I think of it, and how/why I
plan on using it in the future. I will also cover horror roleplaying
in general, my experiences with the genre in the past and what I'd
like to experiment with in the future.
The ultimate goal here is to provide
other GMs with ideas that they could use to run there own games, and
provide some useful information. Some of this is me trying to
document some experimental ideas I want to try out. All in all I have
a good 3 to 6 blog posts lined up here that should be useful to
others as opposed to me talking out of my ass here for the sake of
hearing my own voice.
In the mean time pass the Elder Sign
strength Midol. I'm feeling another wave of cramps coming on of the Shub-Niggurath, Black Goat of the Woods with a Thousand Young variety.
Sunday, January 20, 2013
Lazy Sunday - Lo Pan Style
I found this video over at Advanced Dungeons and Parenting. Being a fan of the oh so classic film Big Trouble in Little China (and really who isn't?) I just had to share it. I found it pretty funny, your milage may vary. Have a gnarly gnarlington Sunday.
Saturday, January 19, 2013
Look What Came In the Mail!!!
Well look at that, I got a whole weeks worth of blog posts in. Hot damn!
In even more exciting news (for me at least) yesterday I received my order from Noble Knight Games. I've already started digging into the Player's Guide and trying to get them creative juices flowing so I can get a Deadlands: Reloaded game started ASAP.
I've written about this before but the classic Deadlands was where I got my very first start as a Game Master, and the picture of Roland, the undead gunslinger on the book cover was what inspired the Zombiecowboy moniker I still use today. In some ways this sort of feels like I've come full circle. To quote Darth Vader, "When I left you I was but a learner, now I am the Master".
Ok, that was cheesy. But I feel like a kid in a candy store right now. Anyway, hopefully I can keep the blogging momentum up. I'm sure I'm going to have some thoughts to write about on these recently acquired book. Till then, Zombiecowboy out.
In even more exciting news (for me at least) yesterday I received my order from Noble Knight Games. I've already started digging into the Player's Guide and trying to get them creative juices flowing so I can get a Deadlands: Reloaded game started ASAP.
I've written about this before but the classic Deadlands was where I got my very first start as a Game Master, and the picture of Roland, the undead gunslinger on the book cover was what inspired the Zombiecowboy moniker I still use today. In some ways this sort of feels like I've come full circle. To quote Darth Vader, "When I left you I was but a learner, now I am the Master".
Ok, that was cheesy. But I feel like a kid in a candy store right now. Anyway, hopefully I can keep the blogging momentum up. I'm sure I'm going to have some thoughts to write about on these recently acquired book. Till then, Zombiecowboy out.
Friday, January 18, 2013
My Simplified Version Of D&D
Yesterday I taught and ran my french
class through a simplified version of D&D. You can read all about
it HERE. Today I wanted to talk about some of the things I learned
and present my version of “D&D” that I showed them.
Lessons Learned
The first thing I learned was that I
should have gone into this thing with a pile of pre-generated
characters. Creating characters even in my simplified
version of the game was a nightmare. This was due in part to the fact
that it was difficult for me to articulate the process only in french
and because even if I had been doing it in english I probably wasn’t
explaining things as clear as I needed too.
Secondly I should have made a cheat
sheet prepared to showcase what a character could do in a scene/combat and what the steps/actions in scene/combat are. All in all
things went fairly smoothly and people had fun so I would consider the game a success and I'm happy for the most
part with the results.
The Game System
When I first decided to run a D&D
game I really struggled with what rules set I should use. My biggest
concern was with translating what ever system I was using to french.
This is a french class and the goal is to practice speaking properly.
After a fairly exhaustive search I settled on the french version of Epées & Sorcellerie. However after a bit of reading I decided
that even this might be too complicated for my group. In the end I
ended up using it more as a reference book for learning the right
french translations and creating my simplified system. After reading it I
really liked Épees & Sorcellerie I could see myself playing this
with another group one day.
Zombiecowboy's Fantasy RPG Rules
Set
Heres my simplified “D&D”
rules. Read em, use em, let me know what you think of em in the comments.
Character Creation
Step 1: Think of what you want to play.
Imagine a character from a favourite
book, film, or TV series.
Step 2: Choose ability scores.
Take the numbers below and put them
into the 6 ability scores Strength, Dexterity,
Constitution, Intelligence, Wisdom, Charisma
in the order that best suits your character concept.
18 (+3), 14 (+2), 11(+1), 10 (0), 10 (0), 8 (-1)
Step 3: Choose a race from below.
- Human: +2 racial bonus to a specific task of choice (skill, weapon, spellcasting)
- Elf: +2 racial bonus to spellcasting rolls or attacks with bows.
- Halfling: +2 racial bonus to ranged attacks, or 1d6 sneak attack (stacks with thief class sneak attack bonus).
- Dwarf: +2 racial bonus to attacks with axes and verses poisons.
Step 4: Choose a class from below.
- Fighter: Starts with 30 hit points + Constitution Modifier, +2 Bonus on all attacks.
- Cleric: Starts with 24 hit points + Constitution Modifier, ability to cast miracles (spells).
- Wizard: Starts with 12 hit points + Constitution Modifier, ability to cast spells.
- Thief: Starts with 18 hit points + Constitution Modifier, 1d6 sneak attack.
Step 5: Determine Armour Class (AC).
10 + Dexterity Modifier + Armour Bonus = AC
- No Armour: Armour bonus +0 (If a wizard casts spells while wearing any sort of armour they take the amour bonus as a penalty to spellcasting checks).
- Leather Armour: Armour bonus +2 (Thieves can wear leather armour without penalty, wearing heavier armour causes the thief to suffer the armour bonus as a penalty to sneaking and other thievery related activities).
- Chain Mail: Armour bonus +4 (Clerics can wear chain mail or less armour without suffering penalties to spellcasting. wearing full plate causes the cleric to suffer the armour bonus as a penalty).
- Full Plate Armour: Armour bonus +6 (Fighters can wear any armour they choose).
Rules of the Game
The rules are simple, but do require a
certain amount of adjudication on the GM's part. Basically if it
seems right, fun or cool and everyone is cool with it then go for it.
These rules are essentially rough guidelines and should not be
followed rigorously. They have not been rigorously play tested.
- Determining Success/Failure: In order to make an attack, cast a spell, or attempt an action (climb a wall, sneak, make a perception check etc.) you roll a d20 and add the most appropriate ability modifier and any other bonuses/penalties that might apply based on class, race, or circumstance. (strength for attacks with weapons, dexterity for initiative or tumbling, intelligence for casting a wizard spell, wisdom for cleric miracles etc.) You succeed on a task if your result is 10 or higher.
- Damage: Damage is determined by rolling a 1d6 and adding the appropriate ability modifier (strength for melee, dexterity for ranged attacks, Intelligence/Wisdom for wizard/cleric spells. All attacks regardless of weapon type or spell deal damage the same way.
- Magic: There is no codified spell list. It's up to each person to come up with the spells their character can cast and it's up to the GM and player to adjudicate how they work exactly. For example if a character wants to turn invisible they spend an action and turn invisible. Attack spells require an attack roll and on a success deal 1d6 damage plus intelligence for a wizard or wisdom for a cleric. Area effect spells allow for a saving throw (A successful save is a 10 or higher on a d20 roll) for all targets in the area. Some spells like paralysis allow for an opposed roll between the spell caster and target. The highest result plus modifiers wins the contest.
- Actions in Combat: Characters can perform 1 action (attack, cast a spell, etc.) and make a move of 6 squares. Or a character can run for twelve squares and end their turn. Any other reasonable or logical actions a character could do within that basic frame work could be attempted on GM approval.
Thursday, January 17, 2013
I Played D&D In French Today
In February of last year I lost my job.
To complicate matters at the time I was a uni-lingual anglophone
(english speaker) living in Canada's french province of Quebec. My
inability to speak french was becoming a major road block in becoming
gainfully employed again, not to mention just down right frustrating
sometimes. Let's put it this way, in a place where we have a minority
separatist provincial government in power, language police and laws
that dictate that french must be protected at all costs life can be
very difficult if you can't or just plain refuse to speak the
language.
In May of the same year I was accepted
into a provincially funded program and admitted into adult education
to upgrade my skill set and learn french. At the time I was
skeptical. Could I really learn french in one year? Or was I going
to have to uproot my family and move to somewhere else in Canada?
My french classes are intensive. I'm
required to be at school 30 hours a week. Monday to Friday, 8:20 am-
3:30 pm. In my afternoon period we have a conversation class and each
of us was given an assignment to teach the class about a hobby or a
passion we have in our lives. Obviously RPG's is a no brainer for
myself and today after 8 months of studying and practice I taught and
ran a simplified version D&D for my teacher and fellow class
mates. Almost entirely in french.
It was a fairly exhausting and
difficult experience, yet it was also rewarding. First I'm proud of
just how far my ability in the language has come since those early
days. I have a lot to learn still and I wouldn’t say I'm fluent but
I can now communicate with and understand others on a fairly basic
level. It was also rewarding to see my fellow students and teacher
flexing their imaginations and giving this bizarre hobby (and that us
veterans some times take too seriously) a chance. In fact we might
actually continue the game again on Monday if time allows. I'll take
that as a good sign.
In a future blog post I'll write out
what we did and present the simplified rules we used to play the
game.
Wednesday, January 16, 2013
Dennis Detwiller On Delta Green & Creepiness
On his blog Nothing Can Stop the Blog Dennis Detwiller (one of the creators of Delta Green and founder of Arc Dream Publishing) discusses how to creep the fuck out of your player's and run a damn good Delta Green campaign. The original article can be found Here but I'm reposting it here since I know most people (like myself) are lazy fucks. I think it hits all the right notes in terms of not only how to run a DG scenario well, but any horror or conspiracy game.
I have played in many (many, many) Call of Cthulhu games. All but a very few have failed — at some point — to creep me out. It’s hard to play without guessing where a scenario might be going, especially with such a long and deep history with the game and creating for it. Still, there’s always some magic.
And those few scenarios that did frighten me… wow. Those few have made all the other games more than worth it.
How do I bring the scares to my Delta Green game? Read on.
The Mundane is the Backdrop
Delta Green: Creepiness, A How To Guide
By Dennis Detwiller
And those few scenarios that did frighten me… wow. Those few have made all the other games more than worth it.
How do I bring the scares to my Delta Green game? Read on.
The Mundane is the Backdrop
Delta Green is rooted in the mundane. The more you cement the conspiracy among things the things the players know, trust and understand, the more striking the moments of sheer terror unlocking the horrible secrets of the universe will be.
Have Stephen Alzis meet them at a 7-11, have the Dimensional Shambler manifest in a TARGET, note the details of destruction of a MAJESTIC hit in a home by describing the tipped coffee table and blood soaked PEOPLE magazine with Justin Bieber on the cover.
Secondary to this concept is this: moments of true mythos horror should be few and far between. Think of your game as a symphony, and only at the most special moments is there a crescendo. A symphony composed only of crescendos is boring. Choose the moments when the mythos appears carefully, make them count, and make them hurt.
Nothing is Certain
If Delta Green players are confident in their associates, their relationships, their methods: you’re doing it wrong. They should live in fear of double-cross, of being hung out to dry, of being set up. Anyone could be compromised, anyone could be a puppet for a non-human intelligence, any new lead; a trap.
A good example of this is:
An agent was driving his shit Thunderbird, and I kept describing the awful brakes and the squealing noise they made. He decided to take the car in. When he was paying for the job, the mechanic handed him an odd, gray box and said:
“Oh, this was in the wheel well, I don’t know what the fuck it is”
Popping this device open, the player discovered a mud-stained GPS tracker with a heavy magnet. No identifying marks. Attempts to trace the electronics in it lead to dead ends and empty lots that were never produced by American firms.
That player became paranoid/obsessed/terrified from that point on. I never followed up on it. I didn’t have to. They player did it for me.
Mythos Horror is Lack of Understanding
With the mythos, the answers only go so far. How did the book displace the agent’s consciousness? How does a gesture in the air cut a man in half? How can a thing that appears to be composed of bubbles of energy, speak and pass through objects?
The answers to all these questions are beyond human conception and always will be. While some elements at the edges may be picked apart, there will always be a fundamental lack of understanding of the mythos. That’s why it’s the mythos.
This is where I see a lot of problems arise in groups. Keepers allow the players to “understand” a creature, and once that creature’s actions, stats and behaviors can be guessed, the creature/threat/mythos idea is no longer frightening. The key to generating fear is uncertainly.
Death is Omnipresent
Do not protect the characters. You are the mediator of the game, but you should not step in an reprieve a doomed character. It is your job to walk them to the gallows, the dice are the guillotine. Death is not only part of Delta Green, it is the basis of it. It is a game about human frailty and death, about the struggle against the unknown despite the fact that victory is never possible.
As such, it is important to let the game dictate the outcome. Note that the rules are stacked in favor of the creatures from beyond, and that humans, unless they are exceedingly careful and clever, have almost no chance of even a limited victory.
This is not a game about winning, it is a game about surviving to fight another day. Death is the central outcome of Delta Green operations. Few, if any, survive their tour without seeing, or experiencing death, first hand.
There are Worse Things Than Dying
Even more, there are worse fates than death in the world of Delta Green. Creatures exist that can infect and subsume a character, methods exist to artificially prolong or restore life, and there are places where all such rules — life and death — are removed completely.
Characters in the know should exist in mortal fear of such outcomes, and should be on the look out for situations which can compromise the very thing they are fighting for: normal, human existence. Many agencies and groups exist to further these concepts and infections. One might even say that the minions who serve the Great Old Ones themselves are a disease that infects and destroys human thought replacing it with alien ideas and concepts.
Death is the terror that keeps DG agents on their toes, but the things beyond death, that’s what Delta Green fights, and at their moment of greatest weakness and failure, sometimes become.
Have Stephen Alzis meet them at a 7-11, have the Dimensional Shambler manifest in a TARGET, note the details of destruction of a MAJESTIC hit in a home by describing the tipped coffee table and blood soaked PEOPLE magazine with Justin Bieber on the cover.
Secondary to this concept is this: moments of true mythos horror should be few and far between. Think of your game as a symphony, and only at the most special moments is there a crescendo. A symphony composed only of crescendos is boring. Choose the moments when the mythos appears carefully, make them count, and make them hurt.
If Delta Green players are confident in their associates, their relationships, their methods: you’re doing it wrong. They should live in fear of double-cross, of being hung out to dry, of being set up. Anyone could be compromised, anyone could be a puppet for a non-human intelligence, any new lead; a trap.
A good example of this is:
An agent was driving his shit Thunderbird, and I kept describing the awful brakes and the squealing noise they made. He decided to take the car in. When he was paying for the job, the mechanic handed him an odd, gray box and said:
“Oh, this was in the wheel well, I don’t know what the fuck it is”
Popping this device open, the player discovered a mud-stained GPS tracker with a heavy magnet. No identifying marks. Attempts to trace the electronics in it lead to dead ends and empty lots that were never produced by American firms.
That player became paranoid/obsessed/terrified from that point on. I never followed up on it. I didn’t have to. They player did it for me.
Mythos Horror is Lack of Understanding
With the mythos, the answers only go so far. How did the book displace the agent’s consciousness? How does a gesture in the air cut a man in half? How can a thing that appears to be composed of bubbles of energy, speak and pass through objects?
The answers to all these questions are beyond human conception and always will be. While some elements at the edges may be picked apart, there will always be a fundamental lack of understanding of the mythos. That’s why it’s the mythos.
This is where I see a lot of problems arise in groups. Keepers allow the players to “understand” a creature, and once that creature’s actions, stats and behaviors can be guessed, the creature/threat/mythos idea is no longer frightening. The key to generating fear is uncertainly.
Death is Omnipresent
Do not protect the characters. You are the mediator of the game, but you should not step in an reprieve a doomed character. It is your job to walk them to the gallows, the dice are the guillotine. Death is not only part of Delta Green, it is the basis of it. It is a game about human frailty and death, about the struggle against the unknown despite the fact that victory is never possible.
As such, it is important to let the game dictate the outcome. Note that the rules are stacked in favor of the creatures from beyond, and that humans, unless they are exceedingly careful and clever, have almost no chance of even a limited victory.
This is not a game about winning, it is a game about surviving to fight another day. Death is the central outcome of Delta Green operations. Few, if any, survive their tour without seeing, or experiencing death, first hand.
There are Worse Things Than Dying
Even more, there are worse fates than death in the world of Delta Green. Creatures exist that can infect and subsume a character, methods exist to artificially prolong or restore life, and there are places where all such rules — life and death — are removed completely.
Characters in the know should exist in mortal fear of such outcomes, and should be on the look out for situations which can compromise the very thing they are fighting for: normal, human existence. Many agencies and groups exist to further these concepts and infections. One might even say that the minions who serve the Great Old Ones themselves are a disease that infects and destroys human thought replacing it with alien ideas and concepts.
Death is the terror that keeps DG agents on their toes, but the things beyond death, that’s what Delta Green fights, and at their moment of greatest weakness and failure, sometimes become.
Tuesday, January 15, 2013
The Saints of Los Angeles-Theme Song
Yesterday I posted my Appendix N for the Digital Dark Age campaign setting. Today I'm posting the music video that provided the inspiration for idea that spawned the Saints of Los Angeles campaign. I imagined the song as being the opening theme song at the start of each session, like a TV series. The basic idea behind the campaign was that the PC's/heroes were the proverbial "saints" and that the "Los Angeles" was their space ship rather than the city in California. The basic premise was a cyberpunk/firefly mash up. We played one amazing session with the Silhouette System before it crashed and burned. But it's something I'd like to return to with Savage Worlds and Interface Zero some time soon in the future.
Monday, January 14, 2013
The Digital Dark Age: Appendix N
So heres a list of the major influences
on the Digital Dark Age Campaign. None of it is presented in any
particular order of importance. It's a sort of a freak show of
science fiction with tones of cyberpunk, noir, pulp, and of course
weird. Some are fairly self explanatory, others not so much.
- The Hyperion Cantos (Dan Simmons)
- Ilium/Olympos Cycle (Dan Simmons)
- Red Harvest (Dashiell Hammett)
- The Takeshi Kovacs Trilogy/Market Forces (Richard K. Morgan)
- Hellboy/B.P.R.D comic series (Mike Mignola)
- Path of Fury/ Honorverse (David Weber)
- Neuromancer (William Gibson)
- Snowcrash (Neal Stephenson)
- Northwest Smith (C. L. Moore)
- The Shadow Over Innsmouth (H. P. Lovecraft)
- Star Wars (George Lucas)
- Total Recall (Philip K. Dick)
- Firefly/Serenity (Joss Whedon)
- Appleseed (Masamune Shirow)
- Warhammer 40,000/Necromunda (Games Workshop)
- Heavy Gear RPG (Dream Pod 9)
- Cyberpunk 2.0.2.0 RPG (R. Talsorian Games)
- Shadowrun RPG (FASA)
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