Tuesday, August 19, 2014

Bloodlines: A Supers Campaign Seed (Part Four)

This series draws from supers campaign I put together almost ten years ago, "Bloodlines." That focused on inherited super-powers limited to certain bloodlines around the globe. I'd originally pitched the group that they would be a moving superteam, hired to patrol the Midwest. That changed in mid-briefing when the Zero Moment occurred. This is some of the background I gave players before the game and a quick summary of the ZM. You can see the first post here which lays out the general concept. You may spot names and groups adapted from other sources, including Bill Coffin's Century Station.

Part Two: Bloodlines 1
Part Three: Bloodlines 2

Public Perception and Terminology
One of the real difficulties for parahumans, Bloodliners, supers, whatever you wish to call them has been the pendulum-like response to them by the public, the media, and the government. At times they've been seen as superstars and at others as genetic freaks that pose a potential threat to real humans. The last decade has seen a fragmentation and polarization of these attitudes.

There are many theories for why this is. The polarization of America following 9/11. The glut of superhuman movies and TV shows during the late 70's early 80's that are now being viewed nostalgically. An increased awareness of the implications of genetic research and the patent tensions between nations. The rise of the internet and the ability for information to be widely disseminated and responded to quickly.

In any case, parahumans today typically fall into one of several groups, at least in the US.

Government: there is and will always be a great deal of suspicion about the involvement of parahumans in the government, particularly as officers in law enforcement and information gathering capacities. The existence of the Parahuman Civil Service program has done little to alleviate these concerns in the public.

Political: some cross the line between government and celebrity to run as active politicians. Though there numbers are few, they are important. Most generally downplay their Bloodline status.

Celebrity: Probably the most accepted category of Bloodliner. It is also the most exposed and subject to the ups and downs of fame. However over the last two decades celebrity bloodliners have become more vocal about the private beliefs and politics, in some cases causing significant negative reactions.

Corporate: Many corporations actively seek out Bloodliners as employees and for projects. The response to these hires depends on the image of the corporation itself. Recently Microsoft spun off its own super division, Vision, in order to avoid further negative publicity. Family: In the case of some of the tighter Bloodlines, such as Braddock and Syzmanski, the Bloodlines work towards the development of the family company. Again here the reaction depends on the image of the family.

Private: Sometimes referred to wrongly as diaspora. These are people, in smaller positions, usually keeping their powers and abilities secret.

Super: Persons involved in private law enforcement and vigilante activity. The response to these groups and persons varies from area to area. There has been a rise in Bloodliners choosing these roles in the last five years, in part a response to a generation exposed to the ideas coming of age and in part and response to the political climate.

Anarch: Bloodliners who use their abilities for criminal ends.

Midwest Cities and Supers
Detroit: A town notable for a high crime level and as a cross road for gang members in the region. The Foundry is said to operate out of here. In the past, the racial situation here has created some problems. The Sentrymen had one of their last bases in this city. Also a border point with Canada which of course has looser restrictions on certain goods.

Indianapolis: One of the smaller of the Midwestern bumper towns. It is however in the center of some of the larger meth production areas. The presence of a variety of corporate HQs for smaller and mid-sized companies has meant that it has drawn White Collar crime. Redact is the most Anarch team that most recently hit the city.

Chicago: The most feared of Midwestern cities for both corruption and anarch presence. Most superteams avoid the area and it is believed that at least one government sponsored team that went in quietly was completely eliminated. Ravage and Synistry operate out of the city, and Chimera and the Shadow Margin have as well in the past. It also has become the place for lone anarchs to congregate to. Operations will not take place here.

Cleveland: A city of troubled inner-city neighborhoods and development at the edges in the wealthier areas. Cleveland has been notable as a gathering place for low-level diaspora with minor abilities who have floated into gangs or other pretty criminal organizations. Not really a site of major Anarch teams, but it does have a fairly competent police force trained to deal with Bloodliners.

St. Louis: The " Gateway City", the population of has been declining since the 1950s, as many have moved to the many suburbs in Saint Louis County , or to other parts of the metropolitan area. Like nearby Kansas City, St. Louis has a suprising number of corporate HQs. While no Anarch group is said to be based in St. Louis, a number have carried out attacks there and it possesses a largish number of independent heroes. For this reason it seems to have drawn the attention of Black Dawn who have made a series of attacks there in the last several months.

Kansas City: A widely spread out city that sits on the Kansas/Missouri border. It has a couple of major corporate HQ's there. The area includes a significant below-ground set of neighborhoods built into old mines and understructures. Team Tomorrow has a facility there which is said to be more for research than anything else. Pantheon may operate from the area. In the past they have hit the city three times in major events.

Milwaukee: A city living in the shadow of Chicago, Milwaukee has suffered a number of superhuman attacks from Chicago groups ranging outside and looking for ripe targets. The Milwaukee Art Museum was hit by Overrun a few months ago in a fairly spectacular raid that ended up in a running battle with a group of local independent heroes.

Minneapolis: In the 1990s, the murder rate and incidence of gang violence climbed in this city, almost entirely in poorer neighborhoods. The Phillips Community was particularly hard-hit. After reaching a record 97 homicides in 1995, the city gained an unpleasant nickname because of the violence: "Murderapolis." The term gained widespread use after The New York Times used it when reporting that Minneapolis had surpassed the per capita homicide rate of New York City. The murder rate retreated in the following years, but area residents often grow concerned that the nickname may make a comeback whenever there is an uptick in violence in the city. There are a number of fairly well-known independent Anarchs operating in the city as well as a potent local hero, Turing.

Cincinnati: Bordering three states, Cincinnati is said to be home to a number of low-key smuggling operations, including as certain human trafficking operations.

(I should note for those reading this that this was all a smokescreen to get them nervous about Chicago and misdirect them from the plot of the game.)

The Zero Moment
It remains unclear what caused the explosion that claimed the lives of dozens of superheroes. When the Anarch teams Ravage and the Sinistry, with a large group of independent agents attempted to gain entry to the main Lockdown facility in SD, they were met in force by Frontline, Vision and their own gathering of independent heroes. At some point during their confrontation and explosion of undetermined source and energy ripped through them, killing everyone in the area. An EMP shockwave soon after disrupted sensors and left officials with few clues. The deaths of so many prominent Bloodliners has left chaos in its wake.

GM's Comment: The Zero Moment was the kicker/starter for the campaign. Essentially the group was recruited and had been planning to be a kind of freelance Midwestern team. However, even as they were in their interview with the recruiter, news started to come over the wire about a titanic battle between several super-villain and super-hero teams, resulting the deaths of nearly all involved. This led them to head to Chicago which had previously been a dangerous super-villain stronghold in an attempt to finally restore order there. Eventually, the plot would wrap up at the end of the campaign when they discovered why the incident had happened.

Wednesday, August 13, 2014

What Hooks Us?: Play on Target Podcast Ep. 33

A new episode of Play on Target drops- just in time for Gen Con. So I'll curtail my usual comments a little. This episode we consider What Hooks Us? as gamers. From time to time its worth stopping and thinking about what you like in gaming: what you enjoy at the table, what kinds of products you like to read, what genres you absolutely have to buy. Take a moment and really think about that- and then figure out how to get more of that into your gaming experience. I suspect all of us have at least one game or system we really want to try, but it doesn't fit with our current group. Look around and see where you can connect with other people who might want to try it. I've managed to play a ton of games online that wouldn't have worked f2f or fit in due to time. Think about what makes you happy in gaming and grab on to that. 

Play on Target Episode Round Up

If you like RPG Gaming podcasts, I hope you'll check it out. We take a focused approach- tackling a single topic each episode. You can subscribe to the show on iTunes or follow the podcast's page at www.playontarget.com.

Tuesday, August 12, 2014

The Year in Steampunk & Victoriana RPGs 2013 (Part One: Äther, Dampf und Stahlgiganten to Owl Hoot Trail)

RUNNING TO THE LIMIT
How will we know when steampunk has drowned the mainstream? I suspect this may be the answer. How will we know when steampunk has crossed into absurdity? I suspect some may feel that link also demonstrates that. I'm not sure- I still enjoy the ideas and imagery of this aesthetic. Consider this as well- Time Magazine did a story on Steampunk in 2013. Does that mean anything- maybe just the irony of a dying print publisher trying to find content? Or perhaps actually spotting something interesting. Note that they link to a previous story on the topic from 2009. Is that movement a dilution, does it render the trappings less interesting? I don’t know- but generally steampunk Willem Dafoe renders your argument null. I believe there remains a vast swathe of imaginative territory which can be explored, either investigating the implications of these trappings or else using them as a sly way to get at other issues. Consider this thread over at RPGNet. Are there games which seriously consider the punk idea or the political implications?

FEEDING THE FURNACE
As you'll see from this list, Steampunk rpgs did well in 2013. At least publishers big and small put out new material for existing lines, generally a good sign. It wasn’t as strongly supported as evergreen genres like fantasy, sci-fi, horror, or even supers, but it did respectably. Victoriana came in second, but still had a couple of striking new products. It think the real test comes when we see which publishers continue support after the initial core release. We’ve seen more than enough key products arrive and then fade away despite some fan enthusiasm. The year saw four new complete new rules systems, plus four revised editions of games or systems. The remaining publications split between adventures and setting materials.

This material is supported by a Patreon project I've established just for these lists. I hope you'll check that out and spread the word. If you've enjoyed the work so far, consider becoming a patron. 

In reading through Designers & Dragons: The 70s I'm struck by how out of the blue Space 1889 seems. There's some precedent with GDW connection to military games and things like The Sword and the Flame. But based on the other product lines at GDW and the focus of rpgs in general in 1988, I wouldn't have expected it. Space 1889 also fits with a trend on display in the first two volumes of the "Des & Drag" series: games which disappear here, but end up in the hands of foreign publishers. In some cases they vanish, but in others they reappear there and thrive.

That's what's happened with Space 1889. The German edition uses the Ubiquity engine, rather than the original GDW mechanics. Right now the most available English-language version remains the minor "Red Sands" supplement for Savage Worlds. There's some talk of bringing this German version back over into the US in translation. 2013 saw three German Space 1889 adventure supplements: Äther, Dampf und Stahlgiganten; Der Zeitreisende; and Unter Hochdruck. The year also witnessed some releases of some non-game Space 1889 material as Untreed Reads Publications continued their line of fiction in the setting.

The actual full game for Clockwork: Empire funded via Kickstarter in late 2013. The stated drop date for that is August '14- which oddly schedules it to appear the same time as PC game Clockwork Empires (no connection). Clockwork: Empire is "Steampunk Roleplaying in a Victorian World of Gothic Horror". Adventurers face the growing threat of "The Pontus" a force of chaos slowly eroding the world. Clockwork: Empire Quick Start gives an overview of the rules, the world, and also provides a short adventure with pre-made characters. It's a little hard to judge, but looking at the character sheet and outlines, the game appears a little crunchy. It has a ton of different dials but nicely puts social combat front and center with physical combat. The sheet looks more than a little like WoD, but that may just be a layout choice. The game however uses random card draw for resolution- and not just ordinary cards. Instead Clockwork: Empire has a special deck, and each card has a base value, a tie-breaker score, and a "condition" which the card can generate in resolution. That's cool and quite different from other card-based mechanics (i.e. no hand management). The quick start rules are hefty, solid, and free. I recommend them to anyone interested in the genre or novel rpg mechanics.

How can anyone resist a game with a teapot on the cover? CC&S focuses on being a simple game (a single d6 resolution) with a pulp twist. I like the emphasis on fun adventure. Characters only have three stats: the Cogs, Cakes, & Swordsticks of the title. Damage simply reduces all of these stats. Despite the game's short length, 48 pages in print, the layout's dense and filled with detail. About a third of the book details new setting this game kicks off, "The Empire of Steam." The main book includes a sample adventure. Modiphius has supported CC&S with a sourcebook Atlantis: City In the Clouds. This details a flying city and includes an adventure and sample characters. It will be interesting to see if they do anything else with the line or leave it at that. One would guess the success of Achtung! Cthulhu has probably monopolized their attention.

A full-sized adventure for the indie rpg Brass & Steel. It has one of my favorite premises- a competing dash against the plot of a rival. For me, steampunk, travel, and races go together. And of course adding in ancient archaeology and travels in the Middle East only makes it better. I'd be curious to check if perhaps something like Masks of Nyarlathotep could be integrated with this. I should note that I wanted to call out this book because its nice to see smaller lines support and expand their product. That's especially true for a game which tries to serve two masters- simultaneously a tabletop rpg and a LARP.

This rpg offers a fantasy setting with a mix of steampunk and horror elements. But...wait, wait...I have to stop here. I have to tell you something. I hate Papyrus as a font. It absolutely drives me insane. I know some people loathe Comic Sans, but Papyrus- or anything that looks like it- kicks off a blinding red rage behind my eyes. Some of the fiction text of this game is done using that font. Also "Enjineers"?...

OK, where was I? Enjin Obscura presents a world of magic which is just now beginning to experience a technological revolution. I like that initial premise. Those transitional periods are great places to set stories. Rather than having the steampunk trappings in place, we can see how they evolve and challenge the existing status quo. In this case, one based on magic. The game itself present a straightforward system- players select from archetypes and can tune those. Characters have stats, advantages, flaws, and skills. Resolution uses a simple d10 versus a target number. The core book is pretty substantial (just under 250 pages). At least at this time you can pick it up "pay what you want" through RPGNow. It has some problems- weak illustrations, too many fonts, clunky editing & layout- but it has a number of intriguing ideas which make it worth picking up. If you're thinking about a game which mixes fantasy, magic, and steam you should take a look. Mutant Ink Press supported this with Keddis: City Sourcebook, a city backdrop for the setting. 

A revised version of the Gaslight setting for Savage Worlds or OGL. The previous edition landed in '09. To paraphrase my earlier overview, this feels like a solid house campaign expanded and detailed. Gaslight gives a classic Victoriana backdrop with a little magic and some non-human races thrown into the mix. Secret Societies get the bulk of the background and discussion. The timeline and background's directed to the particular alt history, so it isn't as useful for general reference. It is nice to see products released in multiple systems. What's changed in this edition? According to the publisher, "This version of Gaslight contains new content, including new classes, new organizations and a reliquary detailing artifacts found on Gaslight Earth."

I really want to love the Iron Kingdoms material. The basics of the setting seem interesting, I dig the combination of magic & machines, and they have amazing model. But I'll admit I find the rules and the background impenetrable. I think that's two distinct issues. The rules I can probably eventually work around, either by porting it over to a system I have a handle on or finding an experienced GM to walk me through the game mechanics. At least as it stands, I don't quite get exactly how it works. I fear that it is as crunchy and mechanically dense as it looks at first glance.

On the other hand, I'm not sure how to get a good grasp of the forces and politics of the setting. There's just so many factions, competing interests, and tangled histories. I suspect I need to graph or outline the material from the main book. I certainly need to do that before I pick up Kings, Nations, and Gods, a massive hardcover which extends and expands that material. Why would I pick that up when I don't yet have a handle on the main material? Have you seen these books? They're gorgeous. Take a look at the two other 2013 rpg products from Privateer Iron Kingdoms Full Metal Fantasy Game Master Toolkit and Iron Kingdoms: Full Metal Fantasy Token Set, both of which are lovely art objects.

8. Miscellaneous: Anthology
A few games with setting collections offer steampunk and Victoriana material. The two volumes of DramaSystem, Hillfolk and Blood on the Snow, contained a few series pitches which fit in (or close by) these genres. In Hillfolk we see "Mad Scientists Anonymous" which isn't either, but I could easily work with a few simple shifts. "Under Hollow Hills" has a variable fae background, but specific connections to Victorian ideas are mentioned. Directly on target is "Clockwork Revolver" a steampunk western powered by a new fuel called lucifer. On the Victoriana side we find "Teatime for Elephants" which concerns itself with chaos under the colonial Raj. 

Blood on the Snow offers more. "To End All Wars" concerns itself with magi and WW1, but the period's connections to Victoriana could be stressed. "Vice & Virtue" likewise falls just outside the time period, being focused on the Regency. "The Shadow of Napoleon" just begins to hit Victoria's reign in a series built on revolutionary students in early 19th century Russia. "Grave New World" has vampires arriving in 1866 New York and starting new unlives. It bears more than a passing resemblance to New Amsterdam. On the other hand "Rust" has a crumbling and fantastical steampunk empire at its heart.

Fate only gives us one new steampunk setting, "Wild Blue" from Fate Worlds, Volume One: Worlds on Fire has western-esque fantasy superheroes.

9. Miscellaneous: Shorter Items
This year saw a number of interesting small-scale supplements for these genres:
Advanced Races 03: Gearforged presents a Pathfinder take on the warforged. Or if it isn't, it could be easily mistaken for one. Still that's one of my favorite races, so I'm glad to see it. Wake the Dead is an introductory adventure for SteamCraft. I'm pleased to see companies putting out solid scenarios designer to bring new players into a complex game world. Hooks Throughout History 4: SteamPunk Alternate History offers a system-generic set of story seeds. Clockwork Dreams Magic and Clockwork Dreams Primer both lay out more material for Suzerain. Geister der Vergangenheit is an adventure for the German mystery rpg, Private Eye.

2012's The Demolished Ones is surreal adventure in a dystopian steampunk city. That Fate-based adventure has amnesiac characters trying to figure out what has happened to them. It's a kind of brilliant and complete campaign book. It presents a fairly dark take on steampunk, blending in more than a little Lovecraftian horror. This year's Amnesia supplement adds more material for the GM. That includes new memories for the characters and connected aspects. It also provides a host of new stunts for the system.

This is an overlooked and under-appreciated gem. Owl Hoot Trail has six-guns, bounty-hunting Orcs, and gadgeteer Elves. The game's complete and offers an almost OSR slim and cool d20 resolution system. I like the balance of flavor and simplicity here. It feels like a Western setting which has evolved with fantasy races. While some of the other fantasy/Western versions patch together elements, this game comes across as an organic whole. It reminds me a little of later Shadowrun, where the game have finally come to terms with the implications of the races in the setting. It is borderline steampunk, with the gadgets pushing it over the line. I've run a one-shot of it and really had a great time. If I liked Westerns more, I'd be seriously tempted to build a campaign based on this. 

History of Steampunk & Victoriana RPGs (Part Three 2004-2006)
History of Steampunk & Victoriana RPGs (Part Four 2007-2008)
History of Steampunk & Victoriana RPGs (Part Five 2009)
History of Steampunk & Victoriana RPGs (Part Eight 2012)
The Year in Steampunk & Victoriana RPGs 2013 (Part One: Äther, Dampf und Stahlgiganten to Owl Hoot Trail)
The Year in Steampunk & Victoriana RPGs 2013 (Part Two: Pure Steam to World of Steamfortress Victory)
The Year in Steampunk & Victoriana RPGs 2014
History of Post-Apocalyptic RPGs
History of Horror RPGs
History of Superhero RPGs
History of Wild West RPGs
History of Universal RPGs

This material is supported by a Patreon project I've established just for these lists. I hope you'll check that out and spread the word. If you've enjoyed the work so far, consider becoming a patron. 

Monday, August 11, 2014

Bloodlines: A Supers Campaign Seed (Part Three)

The third part of a series drawn from a supers campaign I put together almost ten years ago. It focuses on super-powers which are inherited and limited to certain bloodlines around the globe. This is the first half of the section detailing those families and groups. You can see the first post here which lays out the general concept. I should note in looking back I'm a little disappointed on how much some of this material goes for the obvious idea. I think I'd try to complicate this a little if I went back to revise. Part One of the Bloodlines is here.

BLOODLINES PART TWO 
JAPAN
Arayama: The Japanese have taken to the idea of Supers with vigor. Supers are well-known and admired spokesmen, celebrities and heroes. There is little of the separation of Hero and Super there. Instead, most take positions serving as symbols of public life. Nearly all enjoy public sponsorship. Bloodline stories make up a massive part of the media and popular culture. Staged superfights, Supers assigned particular characters, imported heroes, tales of the mythic origins of bloodline powers, all of these have become the stuff of life.

The Arayama line is a moderately scattered one. It involves the use and manipulation of force. This can include force walls, deflection, velocity control or very visible telekinetic effects. The showier the power, the more popular. Many American supers move to Japan to be part of the culture there, yet many also leave after a few years because of the enormous culture differences, even after their return their fan clubs continue to operate. There are a few non or mechanically powered heroes in Japan who tend to fill the role of the Dark Avenger type. Villains and Villain groups tend to act out roles culturally assigned to them. Diaspora often gather in teams to serve as support groups for more famous Supers.

INDIA
Dhanapal: India is one of the most troubling of Bloodline areas. The majority of the known Dhanapal supers arise from the upper castes of India. They are well integrated into the government of the nation. In fact, India has the highest proportion of Military Supers of any country on earth. They use these ruthlessly to support the current Indian Super president Raghuvhir Dhanapal. Many of the Indian supers participated in the invasion and suppression of Kashmir and the follow-up assault on Pakistan. During this assault, Indian Supers destroyed much of the military capability of the Pakistani forces.

Dhanapali powers are among the strangest of the bloodlines. They include a broad-range badly described as “reality-warping.” Among these are desolidification, time manipulation and teleportation. These powerful abilities combined with the strong ties of the bloodline to the government have made India one of the most powerful third-world nations. One trouble which mars this is the treatment of those Supers and bloodliners who come from the “untouchable” class. Many have become anti-government revolutionaries, many have gone into exile and many more have been detained by the government because they illegally possess lethal powers.

Dhanapal supers have often been assigned names by Westerners drawn from Hindu mythology by western sources. These are resented by Indian bloodliners who find them sacrilegious.

SUB-SAHARA AFRICA
Muzenda: There is some debate about the source of this Bloodline, but the origination point clearly stretches back many generations. The Muzenda bloodline tends to pop up in those areas with the greatest degree of cross cultural contact. Areas like South Africa, Tanzania, and Zaire where there was either an educated class that traveled to other countries or a migrant worker class that moved around. Muzenda is the default name for the family as it is spread across several bloodlines. Some believe it may contain more than one original line. Their powers tend to cover the whole spectrum but generally low powered. However, their strongest members are ranked as among the most powerful in the world.

MIDDLE EAST
Hagar-Jebril: This line is split between two groups. The first is believed to be the original group (Hagar) which is made up of Arab or Sephardic Jews. Their line is mostly confined to Turkey, Lebanon, Syria and Israel. The other line (Jebril) is believed to be a split off branch which converted to Islam at some point in their history. They are mostly settled in Egypt, Spain, Lebanon and Morocco. Although there were many years of hostilities, the First Conference of Reconciliation in the year 2000 brought together elder members from both groups to deal with their differences. Many saw this as a bright promise of peace. However, in 2003 a significant portion of both sides of the bloodline moved in to take control of Lebanon. Military forces supported by Arab neighbors as well as Israeli occupying forces were thrown out. Since then they have been rebuilding Lebanon as a cooperative society. They are strongly opposed by the US, Israel and a number of the more conservative Arab nations. They are supported by Turkey, Syria and Egypt.

Hagar-Jebril powers are primarily telekinetic. They include pyrokinesis, fine manipulation, cryrokinesis and a variety of other variants of this. There are a number of foreign pockets of this line, mostly Muslim, many in the American Midwest.

RUSSIA
Gaptchenko: While this family has some immigrants elsewhere almost none are found in the US. Most ended up in Europe and the far East. In the USSR, now reduced to the Western most regions, the Gaptchencko maintain tight ideological control. Many involved in the reconstruction of Russia itself. Besides the bloodlines of India, they are the family with the most ties to the government of their nation. As well, many have become servants or masters of the various corrupt corporations and organizations that rule behind the scenes. Gaptchenko members can have a wide range of low level powers. However, their strong powers require a degree of focus, meaning that only one can be used at a time.

CHINA
Xiaomin: The Chinese government keeps a tight rein on this bloodline. They claim this genetic material as a proprietary possession of the nation. In this regard they have been forceful in pushing for like control over intellectual and genetic "property" around the globe. No one is sure how many members of this bloodline exist, but rumors suggest that a breeding program has been undertaken. Popular conspiracy theory belief suggests that every bloodline disappearance around the world is a planned kidnapping by the Chinese to further their ends. In the few cases where Chinese bloodliners have managed to find their way into other countries, the Chinese authorities have pressed the matter severely, making it clear that granting refugee or asylum status to such persons will result in severe reprisals from the government. This matter has not openly been put to the test, though in some cases this has only happened because of the mysterious deaths of the offending bloodliners.

SOUTH AMERICA
Tecpatl: It is believed that this bloodline is based on old Meso-American bloodlines, probably Aztec. Certainly that particular cultural lens has been taken up. It is a moderate spread bloodline, with some existing outside of South America. Within South America, they are primarily clustered among the northern bloodlines. It is uncertain what the primary talent of this group is, they have a high proportion of personal augmentation and energy projection. Their key characteristic seems to be wild or side effects from their power use. Some of these are mild, some are quite dangerous to people in the vicinity.

The Tecpatl line in unusual in its structure. They have accumulated a strong central core of Supers, apparently led by the elders of their line. This group comprises perhaps half of the known Supers and a few Diaspora. They apparently assign the Aztec-drawn names to these supers and have some control over them. However, this group is made up of both heroes and villains. It is believed that they have some communication between each other, but its nature is uncertain. It does not stop them from fighting against each other either. The Elders apparently have the right to assign, change or take away names. Some have speculated that they have ordered the elimination of certain Supers in the past, both heroes and villains, members and non-members of their group. Several international agencies monitored their activity as best they can, nervous about a repeat of the Hagar-Jebril Lebanon takeover.

Tecpatl heroes in South America tend to be individuals, and not form groups. They are highly apolitical. As well, they travel across borders and pursue criminals wherever they wish. They care little about local laws and rights, instead taking the law fully into their own hands. However, Tecpatls outside of South America don’t follow this pattern, instead adhering to local customs. Many Tecpatl have close dealings with the Japanese government through the large Japanese immigrant populace in Peru. Some even travel to Japan and become heroes there.

AUSTRALIA
Hunter: At one time scientists believed that the Hunter family was an offshoot of the English Edige line. However, significant differences between the two have refuted that theory. Hunter powers tend to be physical rather than mental. Unusually very few Hunters possess "boost" abilities, i.e. abilities than enhance physical characteristics such as toughness or strength, with one notable exception. More Hunter family members are fast in one way or another. Some can run at high speeds, some have lightning reflexes, others have amazing mental agility. Most Hunters have this speed to one degree or another and its additional drawback, a heightened metabolism. Most members eat twice the normal human intake in calories per day. When exercising their abilities the necessary intake level increases. This drawback is significant enough that members can be injured or even killed if they don't have access to food.

Next: More world background

Thursday, August 7, 2014

Gen Con, Games on Demand & Beyond

INTO THE VOID
I'm gearing up for next week's Gen Con. I will be there all four days+. if you run into me, please say hi! Send me a message via G+ if you want my contact info. Generally I wander around by myself, shop, and try to ascertain where the cleanest restrooms are. But this year I'll also be running at the con. I used to do that quite a bit, but I haven't in a few years. 

GEN CON GAMES ON DEMAND
I'll be running sessions for Games on Demand in the following time slots: 
Thursday 2-6PM
Friday 10AM-2PM
Friday 8PM to Midnight
Saturday 8PM to Midnight

You can find out more about GoD here, if you haven't heard of it (website under construction, information is subject to change)

I’ll be running one of the following two events…

Guards of Abashan (Action Cards)
Another day on the mean streets of Abashan. In a town of fantasy adventure it’s up to you and your fellow guards to patrol your district, quell riots, take down monstrous invaders, break up foreign conspiracies, shut down wild magick, make friends in the community, and stop crazed adventurers. Beginning with a morning briefing you must figure out how to prioritize assignments, shirk duties, protect the innocent, and perhaps even earn a little extra coin…

Neo Shinobi Vendetta (Action Cards)
Keep to the shadows! Your cyber-ninja clan has been betrayed: mind-controlled, manipulated, and used to serve sinister ends. The highly placed cabal behind this has remained secret…until now. You and your team will research, plan, and carry out your vengeance against an elite and heavily guarded target somewhere in Neo-Kyoto. If it is the will of The Illustrious Orbital Mikado you will succeed!

TABLETOP DEATHMATCH
I will also be desperately dashing to make it over on time to participate in this panel…

12 of the finalists from Cards Against Humanity's Deathmatch come to give you advice on making your game, from self-publishing, making games one at a time to "selling out" to professional publishers. How do you go from an idea to a finished product? 12 new game designers had 12 different experiences. Come hear them all to find a path that might work for you, but most importantly, MAKE IT WORK. If you have an idea, we'll help you kick yourself in the butt to make it happen.

Friday at 2:00 PM Union Station: Grand Hall NE

RIGHT OF SUCCESSION
A couple of people have asked me about Right of Succession. We'd hoped to have the Kickstarter on that running (and finished) before Gen Con. However we've had some seriously delays on the graphic side. We're now hoping to regroup and get the final touches on that together after the convention. I will have a prototype copy of the game with me at Gen Con, so if anyone wants to look at it (or perhaps even play if we can get space), give me a heads up. 

VIRTUACON
I'll also be running events for RPG Geek’s VirtuaCon 2014 (October 10-12th). It's a solid online convention with an international crew. Last year I had players create a world with Microscope and then I ran session in it using Fate. This year I’m doing something slightly different. At the end of the month I’m getting together with an online group and we’re going to use Microscope to build a new superhero setting. Then for the convention I’m going to run three different superhero games- with three different systems- in that universe. I’m also going to try to encourage other GMs to also run in this crowd-sourced world. I think it could be cool- because I have no idea right now what they’re going to come up with.

I had a great time doing things for VirtuaCon last year. It introduced me to an amazing community of online players through G+. If you're looking to expand your circles or try out new things, you should consider running a session for it. It has players and GMs from across the globe. They're still looking for events and GMs up through the middle of September. 

Wednesday, August 6, 2014

Bloodlines: A Supers Campaign Seed (Part Two)

The second part of a series drawn from a supers campaign I put together almost ten years ago. It focuses on super-powers which are inherited and limited to certain bloodlines around the globe. This is the first half of the section detailing those families and groups. You can see the first post here which lays out the general concept. I should note in looking back I'm a little disappointed on how much some of this material goes for the obvious idea. I think I'd try to complicate this a little if I went back to revise. 

THE BLOODLINES
AMERICAN
While there are six “American” families, there are also representatives from all of the other international lines, with the exception of Gaptchenko, Tecpatl and Xiaomin. Immigration, war and global travel spread these genes across the world.

Symanski: The Symanski line is an oddly spaced one. There is a strong central core of powered individuals, but there is also a diaspora of lower power persons. The Symanski were among the first to trace and map their bloodline. They then made a strong effort to bring these people together. Their sense of identity is less a member of a family than part of a large social group/corporation.

The primary powers of the Symanski bloodline involves the suppression, drain and negation of energy and force, including super-powers. These can include heat, electricity, biochemical energy, reactions, gravity and a host of other types. Symanski members cannot negate each other’s powers, but can stop those of any other bloodline. Many corporations and agencies fear the use of super abilities on their employees or clients. To prevent this they hire Symanski operatives to prevent this. The natural presence of a Symanski member disrupts passively disrupts mental powers, including precognition. Symanski members are also hired by the government to track down criminal supers. Interestingly, the Symanski bloodline powers have not been demonstrated in any real power in another bloodline.

Symanski organized itself as a private company early on, making sure that they had control over the rights and disbursement of the agents. A government anti-trust lawsuit against them in the early 1990’s failed significantly. Symanski recruits heavily. Most have a real loyalty to the group. Currently, the Symanski organization is run by William O. Symanski, a non-powered patriarch. He has five daughters who all have super abilities. The Symanski organization has an extensive and well-crafted PR arm which has maintained a strong public image. Even those of the Symanski bloodline who have not joined are said to have respect for the group.

Braddock: One of the most popular and well-known of the bloodline families, the Braddock line has assumed the status of American Royalty. They are a tight spread family, with nearly all of the powers happening within a small distinct family line. The Braddocks are wealthy, powerful and well known.

The Braddock line’s primary strength seems to lie in physical or biological enhancements. They have demonstrated enhanced strength, agility, speed, toughness, reactions and so on. If they possess an ability outside of this it is usually only one.

The extremely tight nature of this bloodline means that a very high percentage of the particular family has powers. The Braddock line takes an active interest in politics, society and business. Supers from this line have become politicians, commentators, actors and CEOs. In terms of family identity and notoriety, the Braddocks rank second in America only to the Kennedys and that is a debatable question.

The Braddocks do have a few members who are outside the cluster, but these tend to be “black sheep.” A few scandals have affected the family, including some questionable parentage, but overall they are well respected.

Rakepaw: This line has several small clusters in a tight spread and then a larger group of more loosely spread members. The tight spread members tend to be from several closely affiliated Native American tribes, most notably Pawnee. The looser spread people however, occur at a great distance, where people have an eighth or sixteenth Indian blood. Interestingly, both groups have the same amount of diaspora.

Rakepaw powers have been broadly classified as “transformative.” This category covers to wide a range to be particularly useful but does give a few clues. It can encompass shapechanging, physical augmentation, and physical/chemical transformation of substances. So far scientists have been unable to reconcile the broad array of abilities they possess.

Another interesting factor of the Rakepaw line is the interaction of their bloodline with others. Where it has crossed with that of another bloodline, including diasporas and non-powereds, the percentage chance of the child having actual Rakepaw super powers increases dramatically. As a result, female members of this line are heavily courted. As well, the Rakepaw bloodline may be the largest of those in the world.

Sorrentino: A few members of this Bloodline exist in Italy, but the majority live in the United States. They have a fairly broad spread. Manifested supers tend to come out of tight Italian-American communities in the United States, including Philadelphia and Chicago. While the family has a tendency to low-level psychic powers, their signature ability seems to be a kind of meta-technical and scientific genius. Many of the most important hi-tech developments of the last two decades can be at least partially attributed to their efforts. As a result, Sorrentino supers have been incredibly valuable to the United States and are sought out by recruiters from a variety of corporations and foreign interests. However the genius of the Sorrentino family is a double edged sword as many of their most brilliant minds have eventually shown mental instabilities of various kinds. Several of the most notable villainous masterminds are Sorrentinos who suffered breakdowns.

Gilead: A family that has a fairly traceable Bloodline with members in Canada and the United States. Diaspora make up a fairly large contingent of the line except for a section of the family with an unusual family background. Three brothers who served in Korea married there and returned to the States afterwards. The children of these marriages all developed strong super abilities. In a number of cases other members of the family married into Korean families with the same result in a smaller but significant portion of the members. Gilead members have a wide range of powers but often have a specialty in “material manifestation.” These powers revolve around the super using an object as a focus, temporarily granting abilities to the device. Examples include Flaming Swords, Flying Cars, and so on.

Thrush: This Bloodline is split fairly evenly between Canada and the United States. While many families benefited from the attention gained in the media, the Thrush family did not. In following up on their genealogy a number of unpleasant details emerged and found their way to the public. The split between the two lines seems to have been the result of incestuous activities among the original highly conservative family in Northern Canada. In the early 1900’s a group fled the situation, ending up in the Midwest. This is where the first members of the bloodline were spotted. When traced back, researchers found a large group of highly interbred Bloodliners dominated by strange religious and culturally conservative customs. The advent of these powers had bred a millennial fever among the group, driving them even closer. This led to a number of clashes with Canadian authorities over the course of a decade. Eventually a number of the younger members were removed from the area, but the hardline cabal still remains. Thrush powers tend to be physical, but with almost no exception, all members possess the ability to fly.

UNITED KINGDOM
Edige: Even in their homeland, the Edige family suffers a mixed reputation. While the British like having a native bloodline family some mistrust their powers. This line exclusively possesses mental powers: mind reading, mind control, precognition. The few "physical powers" manifested tend to be versions of telekinesis or other kinetic powers allowing them to seem to possess extraordinary abilities. The Edige family rivals the Symanski and Braddocks for closeness and organization. Outside of the UK the line is treated with wary regard. They are notorious for being able to "convince" diaspora and rogue members of their bloodline to return back to the UK to serve.
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IRELAND
Kavanaugh-Doyle: This is the most recently discovered of the bloodlines. For some time members of this line were classified as members of either the English Edige or American Braddock families. However, in the 1990’s more extensive genetic mapping determined that this group in fact composed a separate bloodline. The core group is tight and associated with a particular region in southern coastal Ireland. There are some members in Great Britain, Canada and America but these are only a handful.

Part of the reason for their prolonged invisibility lies in the nature of their abilities. Their most powerful abilities involved the more “quiet” forms of mentalism: telepathy, precognition, clairvoyance, scanning and so on. As with all families, other talents are possible, but in this line they are rarer. Members of this bloodline also have a powerful advantage/limitation. Their powers are normally considered moderate to low-level. However, when working with other members of the line, their strength dramatically increases. Even their natural “super” defenses do not operate at full unless paired. As a result, they have developed ritualized procedures for working in concert. This has led to a number of nicknames, such as covens, wiccans or even witches.

Because of their short time of recognition, the line has not developed an elaborate structure. Older generations tend to exhibit little power, except among the women. Younger generations tend to be split in two directions; one wants a more active recognized role, opting for immigration or joining corporations in groups. The other follows a more traditional role, preferring to maintain their old ways. One result of this has been a high rate of schizophrenia among this bloodline. Some believe that it may be genetic, some the nature of their powers, and others that it is based in social conditions.

Corporations have been recruiting members of this bloodline heavily. However, they have to provide employment to circles of such members. The family, however, suffers from the common dislike and fear of mentalists among normal humans. The Symanski organization tends to keep a close tab on this family. As well, the other most prominent mentalist line, that of the Ediges, tends to look down on this line as provincial.

NORTHERN EUROPE
Drammen: There is a certain chaos to tracing members of this line, dispersed as they were by WW2. The original stock seems to be Finnish, but members can be found in Iceland, the US, Poland, Denmark and Germany. An argument about the naming of this family stretched through many years of legislation until finally settled by a declaration from a UN Scientific Committee. As a result there is some ill will between members drawn from different ethnic communities. Drammen powers are varied but share the feature of creating a bright halo or aura around their user. This halo intensifies the longer a power is used and can eventually cause damage to those nearby the super.

MEDITERRANEAN
Lanfranco: The Lafranco line is one of the least-concentrated and scattered of bloodlines. It appears throughout the Mediterranean basic from Portugal to Greece. As such it is divided across many countries. This has been a problem in anarchic areas such as Bosnia and Serbia. There have been a number of incidents of Supers or Diasporas involved on both sides of such conflicts.

Lanfranco primary talents focus on energy projection and manipulation. This can take many forms, from the projection of bolts of heat, arcs of lightning, magnetic blasts, conversion of various types of energy and so on. Lanfranco Supers often have difficult time finding civilian applications for their talents. One of the most notable is the Lanfranco group at Fermilab in Bern, Switzerland. Their work laid the basis for the new-emerging commercial use of fusion power in several areas. However, many Lanfrancos end up joining security, military or superheroic organizations.

Europe maintains a strong policy on the handling of Supers. For a short time in the 1980’s a number of superteams existed. However, these were closed down eventually based on public outcry and governmental restrictions. Today the only superteams are either government sponsored (Interpol, the European Union team, and the NATO group) or are handled as security for larger corporations. Even these corporate teams require governmental approval to operate.

As one of the most widely dispersed lines, Lanfrancos can be found in most places. Many of their lines immigrated in the late 19thth and 20thth centuries, with many going to the United States.

Next- the rest of the globe...

Tuesday, August 5, 2014

Changeling the Lost GM Jam

This week we're going to try an experiment for the Play on Target podcast. Several experienced Changeling the Lost GMs have volunteered their time to talk about the game and what they've done with it. I've followed a number of CtL campaigns posted online or available through videos. I'm always struck at how different (and often more brilliant) their interpretations are. So I thought it would be good to gather some GMs together to discuss the game, why they like it, and perhaps even what hurdles it presents. If this proves to be useful I hope we'll do this with some other distinct settings (Traveller, Legend of the Five Rings). 

I put together a rough set of ideas and questions for the group. Obviously we won't get through everything, but it might spark some conversation. If you have other questions we ought to consider or think some ought to come first, please comment. 

I put together some ideas for discussion. I suspect the most important concept to cover at the start will be: “What’s Changeling and Why Should I Play?” I hope in the course of that and other topics we can talk about our individual experiences with it as GMs- and what cool campaigns we’ve spun from it.

GENERAL QUESTIONS NOT NECESSARILY IN ORDER
  1. Instead of what’s the game about: how would you pitch Changeling to new players or GMs?
  2. What draws you to Changeling the Lost?
  3. Is there something in the setting you think gets overlooked that deserves more attention?
  4. How do you handle the Courts in your game?
  5. How do you use or present The Hedge in your campaign?
  6. How important is the ‘fairy tale’ feel to your game? How important is the ‘weird’ feeling?
  7. How do manage pledges in your game?
  8. Tell us about the campaigns you’ve done with Changeling.
  9. How do you see Changeling in the larger context of World of Darkness? What elements from larger WoD are most useful for gamers?
  10. How do you present/handle the Keepers in your campaign?
  11. How do you deal with the “mundanes” in your campaign? A) The mundane world is full of cattle; the people fuel the Changeling's power and are only as necessary as the power they provide B)The mundane world must be protected from the truly awful Gentry--but it is hard. There is much that we lost when we were pulled into the Hedge and we would like those things--our souls, our families--back. C) The mundane world is where Changelings sleep between adventures in the Hedge and Courtly hijinks in their Hollows. D) Something else?
  12. How do you handle fetches- do you let the players define those or do you create them?
  13. Can Hobs operate outside the Hedge? How do you treat the Hobs and Hob society?
  14. Where do you usually start the players: fresh out of the Hedge and immediately upon their escape or some time later? If you start them fresh out of the Hedge, how do you handle their knowledge or the real world or even of Changeling society? Is that something they need to learn?
  15. How important are the Entitlements in your campaigns?
  16. On a practical level, what are the most important books to buy? Are there any which aren’t that great?
  17. How much have you done in terms of homebrew material for contracts, entitlements, and kiths? Do you keep the system pretty much as is?
  18. What have your players focused on in campaigns? Have you hit anything that they really disliked?