Tuesday, September 10, 2013
Kitten-Induced Delays
I have a couple of posts for this week, but right now I'm facing kitten-induced delays across the board.
Friday, September 6, 2013
Riddles: Edward Nigma: Consulting Detective
A pitch we (me, Art Lyon, and Gene Ha) did for DC several years ago. We had some interest, but the timetable they asked about was crazy (they wanted it in before the new Batman film a few months away). It doesn't work with the new status quo in the DC Universe, but I think it remains cool concept. I'd love to make it a backstory for a superhero campaign.
RIDDLES:
Edward Nigma: Consulting Detective
6 issues
IN BRIEF
When old adversaries turn up, detective Edward Nigma,
formerly known as The Riddler, flees Gotham City. He sets up shop
in Washington, DC and builds a network of connections,
assistants…and enemies.
Following the cases of a detective who schemes like Yojimbo and
pontificates like Sherlock Holmes, Riddles tours unexpected corners of the DC universe and the
many genres of mystery: from noir to technothriller,
from conspiracy to locked-room, and everything in between. But, although Nigma excels at
solving puzzles, his discoveries may be as dangerous as the crimes
themselves.
But is the Riddler just a detective or something more?
Stuck solving cases for the underworld he’s so recently escaped, he begins to
recruit a team— but to what purpose? Through the course of the series we see
the pieces fall into place as Eddie sets up a final showdown…for revenge.
Can a criminal hunt criminals without becoming one again? Will he live to find out?
Will he look up from checking stats on his Fantasy Villain draft picks long
enough to worry about it?
MAIN CHARACTERS
Edward Nigma: Although he tells himself he's in it for
the fame and money, part of him knows
that’s a lie. A clean record gives him a chance to go straight, but he needs
challenges to keep from going crazy...er. To every case he brings a brilliant
analytical mind, a penchant for schemes, a bizarre supporting cast - and a
nearly limitless ego. His clients will not always like the answers he uncovers.
Yeager K. Allen: The FBI liaison to the Washington, DC police who
finds himself under Eddie's thumb. Years before, the
Riddler supplied him with enough information to make a name for himself at the
agency. He’s not corrupt, just inclined towards the easiest path. His debt to
Nigma chafes, but he can’t resist access to the kind of evidence only Edward
Nigma can turn up – evidence and insights carefully doled out. So, Allen helps
him - but he's always on the lookout for ways to take Nigma down a peg.
The Dog: Eddie’s second recruit, a patriotic robot dog claiming to be
half-beagle, half-bloodhound - meaning he’s right half the time. Another
one of Prof. Ivo’s failures, he
made the mistake of turning good to the Power Company and found himself a
robo-mascot butler rather than a member. The Dog joins Eddie in the heart of
the American capital in the hope he can do
some actual good... and perhaps even get to vote.
“Manny”: A mook’s mook, Manny is the survivor of many super villain henchmen gangs. He brings with
him minimal skills and an insatiable drive to be helpful to Eddie, who’s pulled
his bacon out of the fire once again.
Mujinahime: The self-proclaimed Princess of the Mujina—tiny Japanese
trickster demons— Mujinahime and her gang of wargrrls control their turf
through a mix of skill, superpowers, and cute. While she appears innocent at
first, darkness reveals her true colors—making her Eddie’s secret weapon.
The Word: A forgotten dark vigilante who was gritty before gritty was in. Now semi-retired and more
smelly than fearsome, Eddie offers the Word one last chance to make a
difference—but on the Riddler’s terms.
Edward Nigma’s doing well. He’s managed to build a decent client list,
establish an exotic reputation, and gain recognition through a snappy
advertising campaign. Besides a few lost competitions against the Dark Knight,
he considers his life pretty good. That comes crashing down when he returns to
his office to find his staff touched by the grim grinning rictus of Joker Death
(tm), from his secretary to his agent to his lawyer.
By the time the Major Crimes Unit arrives, Eddie realizes old friends and
enemies have made it too hot to stay in Gotham City.
Landing in Washington, DC Eddie sets up an office and
begins his hunt for a capable assistant. The results are unfortunate and in one
brief case even disastrous: kids straight out of their origins with no real
training, Snapper Carr wannabes, or, worse yet, former sidekicks to villains, including Jewelee and the
Body Doubles. After Harley Quinn swears revenge for Nigma's casual use of words
like “underqualified,” and “psychotic”, Eddie decides to take a different tack.
Short-staffed, Nigma's first big case forces him to team up with Oracle
in an effort to track down a hacker working the halls of one of the most secure
facilities on the planet. She needs him to prevent Accidental Armageddon v 2.0
and he needs her to help solve a domestic dispute between two of DC's strangest
villains.
To get in, Eddie twists the arm of his unwilling FBI contact, Yeager K. Allen, whose knack for ducking trouble fails him when Nigma shows
up. With Oracle riding virtual shotgun, they discover that a combination
of VR “entertainments,” a King Kong fetish, and the unauthorized use of government
supercomputing resources may spell doom for Monsieur Mallah and the Brain's
relationship, threaten the world, and scar the
detectives for life-- physically and mentally.
Later, back at the office, a call from Allen may provide Nigma with the
solution to his staffing and safety woes: a potential assistant who's worked
with the FBI before— The Dog, an evil robot superdog now turned patriotic
crimefighter. With his first recruit, Eddie begins to set in motion a brilliant,
intricate revenge plot – one that could very well destroy everything he’s
built.
FUTURE ISSUES
Issue 2: A Fistful of Mooks
When former henchmen call on Nigma to solve a mystery
before their bosses Mr. Freeze and Scarecrow get back, Eddie has to choose between putting things right
and telling the dangerous truth. Of course that's no choice if there's trouble
to be caused for former rogues-gallery rivals. Nigma plays the two gangs of
henchmen against one another while ferreting out the truth. As the dust
settles, Eddie comes away with his next recruit, Manny—a mook among
mooks.
Issue 3: City of Sins
A city of sin. A city of lies. A bloody string of unsolved
murders. Eddie faces competition in the form of washed-up boy geniuses the
Harvey Twins, the less-than-deadly Encyclopedist, and the hyper-professional
Nan True. But Eddie’s agenda reaches beyond these mysteries as he recruits
another member for his team, Mujinahime whose girl-gang of Otaku-bashers and MySpace-poets rules the
streets. Is this seedy burgh of bad men, worse women, and stark lighting ready
for the master of double, triple and quintuple crosses?
Issue 4: Twenty-Four in 24
The Penguin, one of Eddie's few remaining friends, calls for help. Now he has twenty-four hours (and twenty-four pages) to
reunite a retired supergang to stop a heist
before the bird gets caged. Will his plans collapse when they find he's been
“flexible” with the truth? How much of Eddie’s plan aims to help his old friend
and how much to help himself? A countdown climax answers these questions and
brings Eddie another member of his team. Twenty-Four meets The Blues
Brothers, minus the Illinois Nazis...maybe.
Issue 5: The Trap Trap!
Washington is caught in the crossfire when Cannon, Saber, Merlyn and
other super-assassins come to town. Their target is Nigma! Can he survive when
he finds his old death-traps rebuilt and used against him? His team has their
hands full guarding Eddie-- but does he have other protectors? And why is he so
calm? By the end Eddie reveals his plot to solve a client’s mystery, get his
hands on rare super-equipment and incidentally take down a few competitors in
his online Fantasy Villain league.
Issue 6: The Red Herring Gambit
The Riddler has carefully accrued debts, equipment and resources through
each of his cases—and now the pieces of the puzzle come together as Eddie
reveals his scheme. His carefully gathered team of odd-ball assistants must go
in Mission: Impossible style. But will they be willing to when they
learn Eddie’s objective: Take Down the Joker!
WHY RIDDLES?
*Lacking powers or any shtick beyond
being clever, the Riddler is arguably one of Batman's most interesting foes.
This series explores that character, what led to his one year coma and why he's
decided to “go straight.”
*Plays with and explores popular genres of mystery today—Teen
Detectives, Sin-City Noir, Technothrillers ala 24, and so on. Like Planetary,
Riddles plays with the look and tropes of these stories.
*Riddles will be done as a six-issue mini-series. Each story will be
told “all-in-one.” At the same time, continuity and coherence for the
series comes from Eddie’s gathering of his gang and hints at a larger plan. He
claims to have gone straight, but can he resist a grand diabolical scheme?
*Jumps off from elements created in Paul Dini's new run on Detective
Comics, events of Infinite Crisis, and the continuing themes of 52.
Tuesday, September 3, 2013
Wyrd Wyrd West: Alternate Western RPGs
ON THE TRAIL
9. Serenity
11. Phaethos
13. Weird West
15. Owl Hoot Trail
Six-guns, bounty-hunting Orcs, and gadgeteer Elves. The most
recent entry into this genre- offering a slim and pretty 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 mea little of later Shadowrun, where the game have
finally come to terms with the implications of the races in the setting. I'll write up a more full read-through in the
next couple of weeks, but I'd recommend it right now. It has a fairly extensive
campaign in the back, making it a natural for GMs who want to jump in right
away.
Last week in my "RPG Genres I Wished I Liked" post, I
mentioned the Western. A few people came to defend it- but a number of people
talked about issues of history that kept them from wanting to run a cowboy game.
One solution has been to dress up the genre tropes in other clothing- sci-fi,
fantasy, whatever. That has a certain appeal to me- after all I hunted down a copy
of Pelgrane’s Owl Hoot Trail at Gen Con, which has been described as a Western
with D&D races.
So decided to go through and figure out how many
non-standard Western rpgs I could find. I discovered more “Wild West” RPGs and
key supplements than I expected. From those I pulled these fifteen games-
somewhere between a third and a quarter of the total from the list. I’m sure I
have a few games missing here- suggestions are welcome. A notable absence is Far West which still hasn’t actually
been published as far as I can tell. I wonder if some good genre-mash ups with
the Western remain: a pure detective game? luchador? cyberpunk (like an Etherscope mash-up)? Spies? Faerie tale? Superhero
remains open- but only because I left off Arc Dream’s This Favored Land, which really covers just the Civil War. Perhaps a
pulp-vigilante game with a Zorro or Lone Ranger twinge?
1990. An early oddball time travelling game. I'm sure most
chrono-games have a Wild West component or module. It's easy and evocative. We’ve
seen that in plenty of television series (Justice
League, Dr. Who). But this one
puts it on that front page and actually offers it as the only setting in the
book.
2. Deadlands
1996. The great, shambling granddaddy of the Western gone
weird. This has gone through multiple editions and remains a classic. Deadlands has a certain brilliance in
bringing together horror, steampunk, magic, and crazy simple rules. It doesn’t
quite have the same market share as it once, did but remains strong. I don't
know if it is true but I always see this game as the logical result of Joe
Lansdale's work. His weird Jonah Hex
mini-series (with more than a little Cthulhu to them) and his edited anthology Razored Saddles (1989).
1996. The American West supplement for Castle Falkenstein. I suspect you could also include several
alt-history settings in this list that have a Western overlap. BRP's Queensguard for
example. As I mentioned on my earlier review of this,
I like this supplement for its more mixed treatment of the history. It brings
the questions arising from the era into the more four color world CF. It also
wins for the Wild, Wild West
references.
1997. An oddball coincidence or enemy planning? This came
out the year after Deadlands. I have
to wonder what the lead time was? Did WW see the success of DL and make this
the next "historical" game they put forward. Or was WtWW already in
development and playtesting, making the company sigh that they hadn't beaten
Pinnacle to the punch. This game garnered a couple of supplements, but
eventually died out. They did produce a number of cross-over adventures for the
two games. I wonder if that was the first instance of that?
2004. There's a significant gap between this and the last
item, suggesting that the genre of alt-Western had been served well by DL and
company. It also suggests that some new media appear that got companies
thinking about the Western again. RPG.Net's review describes this as Deadwood the rpg. Why
on this list? Because everywhere's a Deadwood arising from an apocalyptic event
which happens during the Civil War. That shatters the nation and adds magic and
demons to the setting.
Eden throws its Stetson into the ring, with this Wild West
supplement. Notably overseen by Shane Hensley (creator of Deadlands), we get
zombie Eastwood on the cover. There's a good chunk of general advice for
running AFMBE in a Western mode, and four new settings including a
"Singing Cowboy" take on things. I’ve often wondered how many of
these Deadworlds actually got run by groups and how many simply served as
inspirations for GMs.
I've never been sure exactly how to describe Dogs in the Vineyard, except that it
feels like it operates in an allegorical Western space. Is there magic? Are the
demons real? I suspect that's a decision the group has to come to. But the
combination of religious enforcers trying to keep their land pure and the
"push your luck" mechanic of conflict make for a striking game. More
than many other games, it manages to evoke a feeling about the place and time.
8. Spellslinger
A thin d20-based setting with wizards and wagon-trains. Fantasy
Flight's Horizon line reminded me of
TSR's Alternity or WEG's Masterbook lines: attempts to make many
settings to see which actually stuck. Grimm's
the only survivor from this line. Spellslinger combines classic fantasy with
the Western, with an emphasis on the fantasy side of things.
9. Serenity
I think we can agree that Firefly's pretty much a Western in space? It has some other
trappings, but it plays with and reflects those conventions. That's been a
classic trope in sci-fi for years, and its even popped up as a theme in many Traveller supplements (especially on the
frontiers). But we hadn't seen a full rpg embrace of that until Serenity arrived. I bet we see more- and
I bet I’ve missed some that have come out.
I don't know enough about this game from Avalon/Comstar to
make an assessment. Apparently there's a Pathfinder release in addition to the
original self-contained version. It appears to be more of a fantasy setting
with Western bits tacked on.
11. Phaethos
Another fantasy world with Western elements added on. The
d10-based game's available for free download online. While
the cover and design makes the game look fairly WW, the actually feel of the
setting doesn't quite match that. The publisher describes it as a “mix between
old western United States, medieval Europe, fantasy, magic, horror and science
fiction.” So, you know, pretty much everything.
12. Devil's Gulch
A western location, but one with built in suggestions for
how to convert and use it with fantasy, steampunk, and even space-opera. I like
that concept- it recognizes that in practice the Western gets transformed more
often than not. The cover art certainly sells the non-standard approach, with a
gun and spell duel in progress. And, of course a close-up butt shot. I’d like
to see more books take this approach- with locations and ideas about how those
might get used with slight genre tweaks.
13. Weird West
A tiny, tiny little rpg with highly streamlined rules.
Staurt Robertson aims this to cover "weird western worlds of comboys,
kung-fu, magic and otherworldy malevolence." All of that in 8 2.75"
by 4.75 pages.
A supplement for the Woodland Warriors game, offering a
chance to run anthropomorphic creatures in a Western game. It offers a new take
on the setting, and wins just for the concept of Prairie Dog Cardsharps. Oddly
I used to own a copy of Furry Pirates,
the fuzzy supplement for another genre I’m not as sold on. I wonder if you
could do a version of Mouse Guard
with this?
15. Owl Hoot TrailFriday, August 30, 2013
RPG Genres I Wish I Liked
Do you think publishers have done some games to death? Do
you have a kind of game you’d avoid even if you trusted the GM? I’ve done a
number of game surveys to pick a next campaign and I’m always surprised at what
people avoid. Until I stop and consider some of my hang-ups about games. To be
clear, I don’t think any of these are bad games to play- they just don’t appeal
to me. Some used to, but these days they don’t work for me. Some of these I
wish I liked since smart people I respect have talked about their love for
them.
1. Pirates
I like the era and the whole swashbuckling milieu,
but for some reason pirates don’t really work for me. I’m a fan of Musketeer
bits and the whole Elizabethan pageantry. I even love the idea of sea battles-
with wooden ships wheeling for a desperate shot. I loved that from GW’s Man O’
War and many naval miniatures games. But pirates…meh. It makes me more ambivalent
than I ought to be towards 7th Sea. There’s a ton of interesting
material in that setting, but I hit the pirate stuff and I turn off completely.
That sub-genre’s what made me do this list. I watch yet another Pirate-themed
board game pop up on The Dice Tower- with Tom Vasal praising the genre. Yet
other, more interesting themes get commented on as overdone…
2. Zombie Protagonists
We had a conversation about
post-apocalyptic games the other day. I like the idea of them- but usually tied
to unusual or more interesting disasters. I’m also fond of building games-
where the players have to find a way to build and survive. That can be tough in
that kind of game- on the one hand you want to have a threat, but on the other
you don’t want the group to feel like they’re on quicksand. Ideally there’s
some kind of turning point after which they manage to find some kind of
semi-permanent shelter and have to protect it. So I’m not opposed to zombies in
that context. I think they might be a little overdone in board games of late.
In rpgs, I’m not really interested in the zombie as PC
sub-genre. We see this in a few games which offer a switch up. Even in
something like Monsterhearts, I don’t dig it. Some of the various AFMBE
Deadworlds also take this approach. Of course, as I write this out I realize
that I spent a chunk of time working on a campaign premise that did exactly
this: Tokyo Indenture.
3. Wild West
I’m not exactly sure what I think of Westerns. I
mean I love many classic western films, but the wider genre doesn’t do that
much for me. So in the plus column we have True
Grit, TGTBTU, Unforgiven, Have Gun Will Travel, Wild Wild West (TV), The Cisco Kid/Lone Ranger, and Once Upon a Time in the West; in the
minus column we have Deadwood (I know), various John Ford classics, Sliverado, and most other TV Western
shows. Yet I pick up Western books from time to time- Deadlands, Owl Hoot Trail,
and This Favored Land. I put together
the basic list of a History of Western RPGs and their sheer number struck me.
But I haven’t gotten the inertia to move beyond that basic outline. I think
that best describes my feelings about this. I’m curious about weird takes on the
genre- but more straight-forward ones I have a hard time picturing.
4. The 1920’s
This seems weird to me, even as I think about
it. I love the concept of Call of Cthulhu- the battle against a corrupting,
confusing, and ultimately unknowable foe. A desperate struggle against the dark
where we know they ultimately cannot win. But the 1920’s don’t do anything for
me- the period doesn’t excite ideas or possibilities, even with the interesting
chaos of the Great Depression at the end. I’m much more interested in modern
versions of CoC or even Trail of Cthulhu’s 1930’s. Both create more ideas and
inspiration for me. The only drawback to a modern game comes from the access to
technology, but even that can be controlled.
5. Cyberpunk
Speaking of technology…why doesn’t cyberpunk
grab me more than it does? We played multiple campaigns the classic CP 2020
game and I’ve enjoyed some of the early foundational stuff from Gibson and
company. Part of the problem may come from the dominant flavors I’ve seen of
it. On the one hand, there’s a kind of style fetishistic approach, focused on
stuff and guns. I like the social implications of technology- that’s always a
fertile source for stories and interesting bits. But cyberpunk often seems
focused on the chrome: the weapons, the bikes, the heavy metal modifications. I
think that ends up obscuring things which actually interest me. Some of that’s
about style and presentation- it doesn’t have to be that way at the table.
But the other strain I’ve seen over the years that hasn’t
grabbed me is the nihilism. This differs from the darkness of other games:
there’s often a sense that pretty much you’re screwed from the beginning. You’re
bits in a machine, waiting to get smashed down. CP as I often saw it played-
put you on that quick-sand I mentioned before. Anything you built would always
be fair game for the GM: devices, networks, friends. It echoes the darkness of
the setting, but ultimately seems just too much. Another irony given that I like
CoC which has that as a basis. But there the inevitable loss comes in the end
game. We can now fight back against the foe and gain a moment’s peace, save our
friends, and restore stability. Cyberpunk makes breakdown a low-level constant
feature.
6. Hard Sci-Fi
I picked up Traveller when I was a kid. But
except for Snapshot mini battles and sessions spent playing push your luck with
character creation, I don’t think we ever really played it. That’s despite
being a fan of Clarke, Asimov, and Niven at that age. Something about hard
sci-fi felt closed off- I preferred super, fantasy, and spy games instead. I
did try to run Ringworld when it came out, but ultimately couldn’t find a hook
I liked. Since then I’ve steered away from most games of this genre, with
exceptions for those doing interesting or new things I could steal (like
Diaspora).
7. Vampires
This probably applies to some of the other
stylish monsters as well. Years ago I played in a Vampire game where I played
myself and the GM made sure to show me how horrible life would be. My fellow
players, also playing themselves, bought into the power fantasy which made it
worse. That cured me of the desire to play as one again. I’ve done it, it was
eye-opening, and I’d rather try something else. On the flip side, I ran a
Vampire game several years ago that…well, I think I hit all my marks. It wasn’t
perfect, but I did what I wanted to- with a full redemptive arc that force
difficult choices on the players. So I’ve done that story and I don’t think I
could match it again. I’d rather just leave it there.
8. Playing as Villains
Been there, done that, watched the
players get furious at each other in real life (three times).
Any genres you have less interest in- from a meh to an "I hate that"?
Wednesday, August 28, 2013
Icon Kingdoms: 13th Age Warmachine
There’s a lot to love in the new 13th Age game- and a
lot to steal for other games. That’s especially true for the concept of Icons it presents: a tool worth borrowing for many different settings.
EVENTUALLY THE GAME BECOMES THE PLAY
I’d skipped on 13th Age originally because I’m
not much of a d20 or OSR guy. I’ve played and run both, but these days when I
pick products up from these lines I’m looking to adapt them. On the other hand,
I’ve enjoyed most Pelgrane products. So when I started to hear more and more
buzz about the system I became interested. Then I had the chance to play in one of Aaron R.'s online demos. I saw enough new and cool stuff- presented well
by the GM- to make me pull the trigger on a Gen Con purchase. I’ve read
through it a couple of times now (and so has Sherri, my wife) and I’m not
disappointed. My friend Derek’s moving his existing Legend game over to the system. I’ll write up a full reaction piece in the next few weeks, but
you can already find many solid reviews online. What has grabbed me is
that 13th Age plays close to the way I run.
I don’t know how true this is for other GMs, but there’s
often a gap between the rules as written and the game as played. In play we drop the complicated and chrome bits, we simplify
systems, we forget modifiers, and leave out odd corner bits. It isn’t so much a question
of house-ruling, but the play style we become accustomed to over time. Our 'at
table' versions of GURPS, Storyteller, and Rolemaster grew from years of play. I'd be surprised when I went to reread the rules and realize how much we’d
unconsciously filed the serial numbers off. 13th Age feels like
someone said "let’s write a game that fits with how we actually play and really care about."
In the 13th Age setting Icons represent key figures
controlling the destiny of the world. In some cases, they’re specific and
literal figures (such as the ancient Great Gold Wyrm), but in most cases they
represent a role (The Archmage, the Crusader, the Emperor). They’re tied to a
set of ideas and ethos, often with particular cultural connotations. The role Icons may differ depending on who or what currently occupies that position. Having the High Druid as a gnome may feel distinct from an dark elf there. The
book shows how these figures can be mapped to an alignment chart, if desired.
The Icons help define the setting- something I didn’t
pick up on at immediately. They’re the first concepts presented in the book, which looked
out of place to me since I came looking more at system than setting. But I
soon realized how well those Icons helped to explain the place, offer a sense
of history, and set the stage. More importantly characters build relationships
with those Icons, right at the start. Each PC begins with three relationship points
which they can apply to different Icons. These can be Positive, Negative, or
Conflicted.
The key idea here isn’t that your character necessarily
knows “The Dwarven King” personally. But instead that you have a connection to
the King and his faction. Perhaps you’ve been of service to them. Perhaps you’re
known as a staunch foe of them. Positive relationships mean that the Icon and
associated agents consider you a good guy. Negative relationships mean you’re
an enemy. Conflicted mean that you might be seen as ambiguous. Perhaps some see
you as good, and other members regard your actions as suspicious. 13th Age offers a great table discussing these relations and how they might apply to heroic or
villainous icons.
(I should mention a couple of other, smarter people than I who have been doing some useful readings of 13th Age. In particular I
recommend Rob Donohue’s series. I also suggest looking at Wolfgang Baur’s work. He drafted Icons based on his own setting, Midgard. Keith Baker's done the same with Eberron).
Each point in a relationship offers a relationship die. Some
of the classes (notably the Bard and Sorcerer) have talents which connect to
these Iconic relationships. When a relationship die’s called for, the player/GM
rolls 1d6 per point. A “6” result indicates a positive or supportive response. A
“5” indicates aid or intervention but with an additional complication. It’s
worth noting that the GM calls for these rolls- the player might suggest they’re
applicable, but the GM decides if it happens 13th Age uses these
relationship dice in several places:
- At the beginning or end of a session to serve as a keystone for the present or next session
- When the players encounter representatives of a particular icon.
- For discovery and surprise, which seems more of a catch-all
Beyond this, I believe the Icon set up offers a supremely easy
way to help players grok a complex setting and immediately connect to it. They
buy in and can mechanically show what things sound cool to them. It reminds me a little of the commodifying of the history and setting in Weapons of the Gods. Often the
start of a campaign can involve either an info dump or a long period where the
GM slowly doles out concepts about the setting. The Icons approach gives a
rich, but relatively simple framework to help the players. Just from the one
page on each of the Icons, I think I have a pretty good grasp on the 13th Age World.
ON TO ICON KINGDOMS
So I’m wondering how well this could be used to break down
and get at other settings. In particular, I’ve been thinking about Iron
Kingdoms: a game where I love the concept and feel, but end up overwhelmed when
I try to read and parse out what’s going on. Doing this with IK would mean a
slightly less mythic approach. Most Icons would stand for a nation or faction-
but I think they’d have the same weight. For example, we might have Hierarch
Severius as the Icon representing the Protectorate of Menoth. On the other hand
the evil dragon Everblight makes for an awesome and fantastic iconic presence.
I’m still working through and trying to figure out who the important Icons
would be and what roles they would fulfill. I'm going to do more but here's a first thought.
For any particular Icon, I’d try to give a fairly minimal
write up: who they are and what values they stand for. So I’d focus less on the
history of Khador, than how they’re seen. Who are their enemies and allies,
what do they value? More importantly, for each Icon I’d want to give suggestions for the three kinds of relations and what they look like. So for example, the key
leader figure for Khador is the Empress Ayn Vanar—so I’d probably identify her as an Icon representing her philosophy, but more broadly the idea of Khador in the
setting. Ideally I want to give the players a good sense of what those relationships
mean on the ground. Right now my write up feels a little more generic. Ideally I'd want some details more heavily drawn from the setting:
POSITIVE: If Khadoran, perhaps you come from one of the
noble or notable families. Or you could have had a great victory or deed of
honor drawing the Empress’ attention. Your time in the military built you bonds
with significant and influential people who have risen to power. If
non-Khadoran, you saved the life of an important person in the Empire. Perhaps
you served as a mercenary or adventurer and managed to impress someone. Or you
might simply have a fast friend who has risen through the ranks and spread your
name.
CONFLICTED: If Khadoran, then perhaps you performed your
service, but you have been known to question the decisions of the Empress. Perhaps
a portion of your family was purged, and some of that stain has fallen upon you
as well. Perhaps you secretly killed a fanatical tyrant officer and fear that
secret coming out. Perhaps someone cheated you in the rough justice of trial by combat. If non-Khadoran, perhaps your family engaged in trade or
commerce with the Khadorans, building up a network, but you found them more
dangerous than reliable. Perhaps a family member has married into a Khadoran
house and that makes you wary. Perhaps you have no enmity against them, but in
the past you’ve crossed some of their operations and interrupted them.
NEGATIVE: If Khadoran, perhaps you have declared that the
Empress needs to be overthrown. You may have allied yourself with the Llaelese
Resistance. Perhaps you tried to bring new ideas, philosophies or technologies
to your homeland and became outcast. If non-Khadoran, you had your village
burned by marauding Khadoran forces and have taken revenge. Or perhaps your
family struck a potent military blow against Khadorans- or even simply betrayed
them in a trade. Perhaps you’re a heroic Cygnaran, fighting against the rise of
the red hordes.
I’m going to write up more of these Icon approaches to Iron
Kingdoms- more fleshed out than this. It’s a setting I like, and this
offers me a good entry point to figure out what’s going on in that world. I
first probably have to make a solid list of who would serve these roles. By
coming in looking for those figures, I’m hoping it will make the material feel
less overwhelming. I’m wondering if an Icon approach to other settings might be
fruitful: would it help showcase a complex fantasy world like Glorantha (The
Red Emperor, the Arkat, Argrath, The Only Old One, The Pharaoh) or L5R’s
Rokugan (the Clan Champions, Fu Leng, The Emperor, The Emerald Champion,
Yoritomo, the Masked Ronin, etc).
Perhaps it might be a way to craft an interesting approach
to other genres. Could Fading Suns or Dune benefit from this kind of breakdown?
Icons seem like a logical fit with Microscope used to create a fantasy (or
other setting). Drop the concept of Legacies from Microscope and instead have
the player create an Icon. In a typical game, the players might create five and
then the GM can figure out the rest. My friend Art pointed out that the concept scales: for a single-city urban campaign, you could use Icons to
define the various factions and groups.
Monday, August 26, 2013
On Rolled Damage
SHAKE, RATTLE, AND WOUND
Last week I touched just on the fringes of the “Does System Matter?”
question and this weekend we recorded an episode on the topic for Play on Target.
I’ve been trying to figure out if it does matter to me- and if perhaps that’s
just a GM position. because I usually run and set the rules, perhaps the system
has more of an impact on my experience. Maybe system and mechanics seem crucial
because I run the game.
But then I remember how much I love rolling damage.
A lot. There’s something supremely
satisfying about hitting and then being able to grab up a completely new set of
dice and roll. Everything’s going to pay off now- maybe I’ll crap out and just
twing the bad guy or maybe I’ll roll huge and blow a PC out of the water. I
love rolling and counting damage, regardless of which side of the screen I’m
on.
I'LL DEFAULT TO A 12d6 EB
I ran and played Champions and HERO for many years
(twenty, I think). When it arrived, it offered the most controllable
super-power system out there: elemental but complex. A few others tried to
match it (DC Heroes and GURPS Supers) but none really did. But Champions
had a 15 point disad in the length of time even the smallest of combats took.
And we’re talking with people who ate, slept, and breathed the system. A fight
could drag out for hours before the tide turned. But man, no other game matched
damage rolls in Champions. You had a choice. Go the conventional route
of standard damage and roll a fistful of dice. Count the pips and the Body to
get a total. Smart players worked maneuvers and pushes in to get even more dice
to thrown. There’s nothing quite like doing 50 points of Stun on a 12d6 roll.
Or you could go for the gamble that was the Killing Attack- first you roll the
Body then you let loose with the Stun multiple to see what you got. Pure joy
when it went off with max effect.
A few other systems managed to match how that felt for me-
high powered D&D for example. But early on, our group shifted away from
AD&D and went down the Rolemaster road. Rolemaster seemed
like a collapsed system- to hit and damage rolled into one, but in reality the
hits you did in the initial roll didn’t matter. Crits ruled and you almost
always rolled crits if you played smart. That’s where the gamble hit, the
chance for a big pay-off. As a player, if I calculated my attack well and
managed to use Ambush, I could take out the biggest foes. As a GM, I could have
a group in terror of Tiny Criticals. We had one player get his eye bitten out
by Tiny Crits from dogs...twice. Bloody, awful, over-elaborated and silly. I
loved that damage.
Probably my favorite combat came from a Werewolf the
Apocalypse short campaign. I wasn’t sold on the setting, but others loved
it. Once I got to playing, I bought in just because I loved slinging so many
dice around. We had a final fight where I threw out massive piles of damage-
and took huge amounts. I got knocked out twice, the second time being hit by a
flying bus. But I got back up again. Stupid and silly, it stands out for me. I
have the same fondness for first edition Exalted, for all of its flaws.
PRYING AWAY THE DAMAGE DICE
I recall the first time I hit a game that didn’t use a
standard damage system: James Bond 007. At the time I couldn’t wrap my
head around the wound system. It seemed like players could get taken out
horrifically easily. I was only fourteen and had always played games with big
HP tracks. I ended up reworking the damage wounds system to make it more
liberal- with rolled damage and players needing multiple shots to put a foe
down. Not realistic, but more appealing to my Middle School sensibilities.
Over the years, I’ve played and run different damage
systems- certainly with a move to tighter ranges and compressed mechanics.
GURPS, of course, only has the players rolling a few dice for damage. But those
dice can be lethal, given how little health anyone actually has. Easy to use
criticals and the crush/cut/impale damage distinctions give a little more
weight and dynamism to the system. We played GURPS for many years which changed
my take on things.
We've started to see more games which brought together attack
and damage in a single mechanic. FATE does this- with margin of success as stress done, sometimes modified by a weapon value. The new World of Darkness made
successes into damage. ORE and HeroQuest do so as well if I
recall correctly. I’m sure there are others. Mutants & Masterminds,
my go-to system for supers reverses the damage approach. There’s no damage
roll, only a check to resist damage dealt. It works quickly and fits with
the genre. The game puts staying up and continuing to fight in the hands of the
players. Still I’ve had a few people who didn’t care for it; they wanted to roll and have a shot at a bigger hit. Some systems keep
attack/damage distinct, but narrow the damage ranges- like GUMSHOE.
You give up something in granularity in favor of speed through easy to recall
mechanics or a reduced number of rolls. When I first came up with our
card-resolution based homebrew, Action Cards, I had a distinct draws for attack and for damage. Eventually over the years I shifted that to an easier
success margin = damage result. Easier, faster, and vaguely unsatisfying.
Our group had a mixed reaction when I decided to bring back
dice for damage. I changed nothing else but that- we still do all tests and
conflicts with the cards. But when you hit, you get to pick up a pile of d10’s
and roll them to see how much damage you do. And the game’s better for it. The
players love their character decks, but they also love the sensation of
flinging dice and counting wounds. Best of both worlds. I put off that change
for a long time because I worried it would break the “concept” of the system-
the diceless nature. But eventually I realized I wanted the thing that I loved
most back in the game.
Because I love rolling damage.
Thursday, August 22, 2013
RPG Hacks: Threat or Menace? aka "Stop Me Before I Port Again..."
I'M NOT EVEN HALFWAY THROUGH THE BOOK
OR WE COULD RUN IT WITH...
For example, consider my weird relationship with Legend of the Five Rings. I’ve always loved samurai stuff. When the CCG came out in ’95 I convinced many in the group to buy into it. I stayed with it for the first several expansions, trying to collect complete sets more for the chance to figure out the world than anything else. I worked on how we might play the setting with GURPs or another generic system. Eventually I developed a set of miniatures rules to play out L5R skirmishes. That became Ge Koku Jo, the first thing I published.
I remember doing this with many other games over the years. I spent a couple of months working out a GI Joe comic book adaptation for Danger International. The same trying to figure out a way to get Ninja HERO to simulate the epic martial arts of the Jademan Comics. We crafted a fantasy framework for Champions before Fantasy Hero came out. When I first ran Changeling the Lost, I used our house system instead of World of Darkness. That was a bunch of work, but I wanted to run it with a system I enjoyed and thought could handle the game better. I ran a Scion campaign with the original system, but the next campaign I did a FATE hack.
IS IT A PROBLEM?
I mean here’s the thing: clearly these games have some viability. The authors have played and playtested it and gotten something out of it. I take that as a basic assumption for any professionally published game. And yet my first instinct going in is a critical one. Not the classic reviewer critical one, but like someone walking through a house with an eye to refurbishment. Sometimes I’m walking through the rooms describing to someone who’s lived in there for years all the walls I’m going to knock down. I had this experience the other day with 13th Age. I’d only played it once so by rights I shouldn’t have had an attachment. Yet when Derek, reading through the book for the first real time started talking about how he didn’t care for the backgrounds mechanics and might tweak those up…weirdly, my reaction was a defensive one. That’s karma I suppose for the times I’ve ripped the guts out of a game someone likes to get a different effect. Or perhaps they didn’t care…I’m not sure.
I can’t leave well enough alone. And judging from the posts
I see on “The Interwebs” other GMs can’t either. A couple of weeks ago I played
13th Age in an online demo run by Aaron R that sold me on the game.
I loved the bits and pieces I saw, especially the Icons. These significant figures anchor the details of the setting and also have practical mechanical
effects in the game. So immediately I started thinking about how you could
rework them- port the concept to another system, rewrite the Icons to build a
different game world, or modify the system for interacting with them. This
before I’d even finished reading the rule book. I’ve seen posts up already for Owl
Hoot Trail with new races and roles, likely before those GMs have actually
sat down and played the game.
What’s wrong with us?
What’s wrong with us?
I’m considering this because our next Play on Target recording will tackle the undying gaming debate: Does System Matter? In the
last week I’ve seen posts on both sides of this issue- from "Joe the Lawyer’s" suggestion that game design’s a fraud to "Walking in Shadow’s" assertions that system is crucial. Bouncing around I’ve realized that hacking games necessarily buys into the
premise that system, at the very least, does something. Rules revisions,
reworkings, and reskinning isn’t a question of Rule Zeroing the game, but
rather retooling the system before we even get to the table…often before we’ve even
finished reading the book. I recall Ken & Robin podcasting about the odd
responses they’d get from draft materials. More often than not, these came from
people who’d read but not played. They hadn’t seen the actual dynamics of the
game. When Laws asked for best practices articles for the DramaSystem
supplement Blood on the Snow, he had to specify he only wanted submissions from
those who’d actually played the game.
I’ve been trying to think of another form of entertainment where I start deconstructing and revising right out of the gate.
Non-interactive media like novels, movies, and comics don’t and can’t elicit
that reaction. I can decide to stop watching/reading it maybe and come up with
a lovely idea about how the rest of the story ought to go. I can write
fan-fiction about it, but that feels different. Some people do rework/recut
these products later- and I think that’s the closest. But usually that comes from
a love of the core ideas rather than the knee-jerk “hmmm…I’d do that mechanic
differently” I engage in. I don’t do the same thing with board games- reading
rules and immediately deciding that won’t work and changing it. In fact, single-play suggestions that something’s broken bug me. My gut says you
need to play a board game several times to come to an assessment like that. But I don’t
follow that with RPGs. I guess the closest analogy would be Legos. There’s a cool
model with instructions, but maybe I really wanted the set to create something
else. So I don’t end up building the model or playing the game I’ve bought.
OR WE COULD RUN IT WITH...For example, consider my weird relationship with Legend of the Five Rings. I’ve always loved samurai stuff. When the CCG came out in ’95 I convinced many in the group to buy into it. I stayed with it for the first several expansions, trying to collect complete sets more for the chance to figure out the world than anything else. I worked on how we might play the setting with GURPs or another generic system. Eventually I developed a set of miniatures rules to play out L5R skirmishes. That became Ge Koku Jo, the first thing I published.
Then the Legend of the Five Rings rpg came out (and later
the Clan War miniatures game). I liked having the setting details in one place,
and appreciated the splat books, but the system didn’t grab me. So rather than
sitting down and trying it out and working with it, I went an entirely
different direction. I completely rewrote the material to make a Rolemaster
Standard System version of the rules. And I ran a full campaign with it. It
wasn’t a great fit, but the game ended up with a nice arc. Some years later I
decided I wanted to run L5R again. By this point AEG had moved on to the 2nd edition rules and the d20 Oriental Adventures version. I picked those up and
read through them. And then I completely rewrote the system as a Storyteller
hack. And I ran a long campaign using that which was pretty fun. But it wasn’t
great and some interesting bits about the original setting didn’t work through
as well. Last year the group decided they wanted to play L5R again. I’d picked
up most of the lovely and striking L5R 4e books. So of course I decided not to
run using that. Instead I opted to work with the homebrew we’d been playing for
over a decade, Action Cards, combined with some elements from FATE. That’s what
I’m running right now. There's a cost: AEG keeps putting out interesting supplements for L5R, each now requiring translation into the system I’ve settled on.
What sickness is this?
Based on what I’ve seen, I suspect this syndrome has
infected many GMs. But at the same time, I read posts on Reddit and other
places from DM’s terrified about a scenario they’ve come up with or fearful
about changing the least little detail in their world. They’ve made an ancient
curse the heart of their story but the cleric’s going to level and get Remove
Curse which "will break their story." They see the rules as written,
with any slightest deviation as a violation. So we have gamers on both
extremes- does one approach dominate? I blame my upbringing for my endless
desire to cut, snip, and rewire. We moved away from D&D pretty quickly,
with the few instances heavily modified or done with extra 3rd party
books. Our fantasy system of choice for many years was Rolemaster. RM might
seem like an elaborate and rules-dense system to the outsider, a massive and
gothic structure. In truth it offered a ramshackle, sprawling, and leaky
construct closer to the Winchester Mansion. Even the core books had tons of
optional systems. Each RM Companion added new rules, meant for the GM to pick
and choose. By the third volume they had to have checklists printed so
playgroups could track with of hundreds of often contradictory mechanics could
be used. Outside of fantasy my formative experience came from systems which
encouraged hacking at restructuring: HERO and GURPS. The lack of a strong
default setting meant we could twiddle and tool endlessly.
I remember doing this with many other games over the years. I spent a couple of months working out a GI Joe comic book adaptation for Danger International. The same trying to figure out a way to get Ninja HERO to simulate the epic martial arts of the Jademan Comics. We crafted a fantasy framework for Champions before Fantasy Hero came out. When I first ran Changeling the Lost, I used our house system instead of World of Darkness. That was a bunch of work, but I wanted to run it with a system I enjoyed and thought could handle the game better. I ran a Scion campaign with the original system, but the next campaign I did a FATE hack.
Is this pretty common? Do most GMs find themselves reading a
new game book and immediately think: nope, we’ll need to change that; this’ll
never work at my table; or I could steal that concept to use somewhere else? Is
that a shitty and arrogant response on my part to the text?
IS IT A PROBLEM?I mean here’s the thing: clearly these games have some viability. The authors have played and playtested it and gotten something out of it. I take that as a basic assumption for any professionally published game. And yet my first instinct going in is a critical one. Not the classic reviewer critical one, but like someone walking through a house with an eye to refurbishment. Sometimes I’m walking through the rooms describing to someone who’s lived in there for years all the walls I’m going to knock down. I had this experience the other day with 13th Age. I’d only played it once so by rights I shouldn’t have had an attachment. Yet when Derek, reading through the book for the first real time started talking about how he didn’t care for the backgrounds mechanics and might tweak those up…weirdly, my reaction was a defensive one. That’s karma I suppose for the times I’ve ripped the guts out of a game someone likes to get a different effect. Or perhaps they didn’t care…I’m not sure.
Note here that I’m not necessarily talking about the games meant to be
eminently hackable- the rules light and modular games available on the market. The most archetypal those today would be FATE. Now FATE Core’s the new default,
but consider all the other flavors of FATE (and its predecessor FUDGE): Legends
of Anglerre, ICONS, Diaspora, and Strands of FATE. They’re radically disparate
reworkings of the basic DNA of a standard system. Apocalypse World’s the other
new hack of choice for gamers as well- generating completely new approaches.
These aren’t just about coming up with a new setting using the base rules- but
really retooling the system or else porting over completely a game from one
system to another.
Of course sometimes you need hacks to make the game work for
you. My Changeling hack came from loving the concept, but wanting a streamlined game. The way we played GURPS for years- dropping options, cutting
the modifiers, discarding reaction rolls, and other sub-systems- came from a
desire to speed things up. I’ve mentioned my players’ split reaction to GUMSHOE: love the investigation side, hate the standard resolution one. That
means I have to figure out how to split the difference- hopefully while
maintaining some elegance to the game itself. My group likes many of FATE’s
concepts, but they hate the dice- so I have to figure out something to solve
that.
On the flipside, if I’m running with people online, my
instinct is to play as straight as possible. I mean I might pay less attention
to the crunchy bits of the system, but I’m not going to do a radical rewriting.
I’m not going to present a large-scale cobbled together new game. That scares
me a little- hence my choice to run Changeling online with pretty straight WoD
(for better or worse). When I ran M&M I made modest changes- mostly to accommodate
map scales. Because we’re not in the same room, I don’t want to slow the game
down with rules explanations. And perhaps I’m a little afraid that hacks open
me up to “why would you do that?” arguments at the table. I’m not sure if it’s
a question of courtesy to the players or fear of having someone spot the
lynch-pin of my cobbled together system and yanking on it. I can get away with
these hacks at the f2f table mostly because I have a group of non-purchasers.
I should stop there. I got the new Iron Kingdoms recently
and I’ve been looking over it. I like the setting and the options, but the
system doesn’t quite work for me. Maybe I could do it with FATE, but with a
different set of dice, like 2d10. Or perhaps I could completely rework things
and use 13th Age as the basis…national leaders could be Icons...backgrounds
could be further developed into a skill list…
Tell me I'm not the only one doing this...
Tell me I'm not the only one doing this...
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