Sunday, August 21, 2011

Odd RPG Bits


LOST MAPS

So a couple of maps I found while organizing my files. These two date from the first GURPS campaign I ran- which would have been 1986. It was the first “do anything” system so I tried to take them at their world, beginning with a post-Apocalyptic campaign which allowed me to use GURPS Autoduel, GURPS Fantasy and a fair smattering of Palladium’s After the Bomb.

Of course you can see the age and wear on that particular version. Eventually the campaign turned into an Amber game, with the idea that the players were each competing to move through the various Shadows on their way up to seize control of the Throne. Needless to say, the game eventually fell apart. Still it is nice to see an early freehand map…for a setting me maybe played four sessions in…

FS vs. L5R

Work continues off and one in my project to restructure the Fading Suns campaign setting- borrowing liberally from L5R. I’ve been sketching out some thoughts- working out how the other Houses fit into the scheme of things. I did the first two families, as a kind of test run. I think the idea has potential. One elements which I haven’t yet dealt with is the idea of the “Schools” offered by the families and Houses. That’s where the rubber hits the road in L5R- with choice of family school offering the most important abilities a character possesses. My approach right now is system-agnostic. I’m not sure what game I would use to run it. So I haven’t thought too much about those schools- they’ll likely wait until the end when I settle on a system.

I suspect that I’d use our homebrew, but what flavor I’m uncertain. Right now we have four campaigns of it in operation- all with differences in approach, some large and some small. Plus another handful of versions done for smaller or completed campaigns. Some things have worked better than others. The problem is, of course, that an ongoing campaign’s not a great test-bed for an rpg system. That’s an ironic problem. On the one hand, you have problem which come up and you want to change, but you don’t want to be constantly tweaking and fiddling with the knobs and dials of the system as you’re playing. The players have been pretty good about going with those changes, but I’m wary of unintended consequences especially if you see gaps which closing might hamstring a particular build. On the other hand, some of the problems you only pick up when you’ve played the game for a long time- usually a consequence of developing characters and leveling.

In my original discussion I thought about what L5R offered to Fading Suns. I think I also need to consider that question in the opposite direction: what does Fading Suns offer to the L5R structure. I’ve said I have a certain fondness for the “trappings” of the FS setting. One detail it offers is the reduction of borders and of travel times. In classic L5R families abut against only a handful of neighboring clans. Physical proximity makes a significant difference. A campaign set in Ryoko Owari will be dominated by the interests and presence of the Scorpion and Unicorn Clans. Other clans take a secondary position. I don’t think that’s necessarily a bad thing. But it does point at a limitation of the setting, constraints on travel. If you want to go to a destination a significant distance away, the PCs have to get permission (or have authority), make arrangements and then travel for a long time. That offers plenty of opportunities for travel, but also can fall into a rut. I’ve read a number of L5R scenarios that I didn’t use simply because of their inherent geography. They were firmly set in a particular place, making it difficult to port them. using them would require the PCs to be constantly on the move. Given that I like an NPC-heavy campaign, this also meant that most characters encountered would not pop up again unless they tagged along with the group. Fading Suns offers a solution to that problem, with generally faster travel- but still somewhat restricted (i.e. the players can’t go anywhere they want). Mind you that isn’t a unique facet of the Fading Suns setting- many sci-fi games also offer that. But it at least offers a start if I have to start providing a rationalization beyond “it sounds cool to me…”

TREASURE HUNTERS

Related to the above, I’ve been working this last week on the version of our homebrew we’re going to be using for our “Treasure Hunters” campaign. That’s based on the timeline the players created in our Microscope session. I set several tasks for myself on this:

1. Build the FATE aspects and tags mechanics into the system.

2. Prepare the card sets for each player.

3. Lay out the character sheet

4. Come up with a set of archetypes for the players to choose from. Based on those choices create a set of abilities for each player to choose from.

5. Create a fast on-the-fly variation on the magic system

6. Create a set of general abilities players can pick from as well at the start of the campaign.

7. Draw a map.

8. Outline the first session.

I’ve got the first three items on the list finished, and I’m a little ways into #4- I distributed a list of the roles of the players and I’m awaiting responses. I went a little overboard on item #1- the rules weigh in right now at a little over 6500 words- and that’s just an appendix to the houserules version. I’m annoyed at myself for that. But since it is just a draft and includes a lot of examples, it shouldn’t be too bad.The goal of this micro-campaign, beyond fun play, will be to see how well the FATE mechanics work with our groups style of play and the rhythm we've already established with our homebrew.

I need to make sure I break down those tasks for each day and get things done ahead of time. I’m not going to have a chance to do anything before the game as I have obligations in the afternoon before running Saturday night.

Friday, August 19, 2011

Strange Lists

When we did our session of Microscope recently, I offered a list of weird names and ideas for players who got stuck. So here's a list of 51 strange things without details or explanation.

The Fatewine Tapestry
The Hours of Veyden
Night of Silent Crows
Lost Blades of Aeos
The Flight from Hrogar
The Tower's Candidates
The Vainwar Petition
Baron Tarnish
Black Storm Orders
The Crimson Signature
The Foul Warrens
Jonathan Resolute
Festival of Scarves
The Cursed Road
Burning of the Marsh
Luminous Council
Running of the Blooded
The Mirror Shatters
Opening of the Tomb
Shadestone Escapes
Tree of Menoc
Warden of Dusk
Vanishes Slate
Hills of Neringan
Nergan's Star
The Truce at Vendmeer
Isharok's Challengers
The Culling of Heroes
Sunplague
The Prince Astray
Recovery of the Ledgers
Seventeen Fateful Words
The Siege at Stormend
Tonefallow Draws Near
Egas Gambles Badly
Gravediggers' Revolt
Shamsala Calls the Beast
Reckoning's Wall
Conspiracy of Cradles
Nightmares from Summer
The Amber Wind
Steel Falls
Wedding of the Pretender
Bandits' Freehold
Day of No Dawn
The Cursed Usurper
Firewalls
The Assassin of Dreams
Zoka's Eclipse
Forsworn Glen
The Gathered Crown
The Bells of Pelic

Tuesday, August 16, 2011

Legend of the Fading Suns: Sample Houses

CONSIDERING THE HOUSES
In another set of posts, I talked about reconstructing Fading Suns with some of the structural elements of Legend of the Five Rings. I got to brainstorming about that a little more this weekend, and I thought I'd share that. Essentially here I'm adding families within each House, as L5R does with the clans. You'll see two examples below. These aren't necessarily as the Houses appear in Fading Suns- I've aimed for playability. So obviously YCMV (Your Campaign May Vary) in reconstructing these.

I like the idea of basing each House around a key "virtue". Along with that virtue, I've talked about how that can appear in the extreme, calling that their "folly". I also present the virtue the House least respects, their "downfall," and how that might impact. I settled on providing five families for each House, but obviously that number could be changed. You might also suggest that these are the five major families, but that others exist. I figure that each has a specialty, but that they all have general resources (such as a military, ships, lands, etc).

AL-MALIK
The smallest of the five Great Houses. They draw from a mixed culture of mysticism and practicality. They’ve made themselves key to commerce and interstellar trade throughout the Empire, often working from behind the scenes rather than in front. They have a tightly knit family, a passionate sense of self and devotion to keeping their line above the common folk. Their connections mean that they often have wonders of the lost ages at hand.

Virtue: Cleverness
There is strength in being able to outwit one’s enemies. The al-Malik embrace this as their cardinal virtue. Praise and rank within the House comes from a demonstrable ability to plan several moves ahead in any kind of competition.

Folly: Cunning
The danger with cleverness comes when it disregards all other conventions, when all things become tools or instruments to be used in one’s plans. Plots and plans for their own sake offer a dead end road for those who become too obsessed.

Downfall: Bravery
As a small house, with carefully controlled marriages and assignment of duties, the al-Malik place high value on any individual member. Throwing one’s life away wastefully brings dishonor to the house. Hence, the al-Malik prefer caution over direct action.

Families
Istakhr: The High Merchants of the House and perhaps the most powerful such family among all of the houses. They have carefully managed routes and seized control of upstart guilds over the generations, leaving them with their hands around the key intersections and industries. They’re known for being able to bring a vast number of resources to bear when negotiating. They hold leadership within the family.

Almira: Beyond conventional goods, the al-Malik recognize the importance of people and skilled tradesmen. The Almira specialize in the handling of contracts of service. These they buy and trade- moving people from one system to another as needed. In some cases, this can offer a life of opportunity and adventure. More often, it is a form of indentured servitude, or at worst slavery. "The Muster" of the Almira can lean hard on people to get them to agree to such contracts, even on unfavorable terms.

Nawar: Commonly called the Hunters of the al-Malik, this small family specializes in tracking down anything- from lost relics, to scraps of information, to escaped criminals. They maintain a discrete web of contracts across the Empire. They often have to get in and out quietly, without local intervention, a practice they have refined to an art.

Tarif: The al-Malik offer allegiance to the Church of the Pancreator, but have their own philosophies regarding it. Some within the Church view their approach with suspicion, but they are officially accepted. The Tarif practice a variety of unusual transcendental forms, some bordering on Sathraism. They have their own Theurgic techniques.

Bashshar: Artists renowned across the Empire. They both develop their own arts and also act as preservationists for the various artistic techniques, styles and forms which have come and gone across the Empire. They’re endlessly adaptable, with each member of the family learning several forms. They know how to strike at the heart of a reluctant Li Halan and the right words to bring a Decados to honest tears.

DECADOS
The House with the worst reputation, given its history of manipulation for its own goals. It has a longstanding feud with Hawkwood. Perhaps more than any other house, they are devoted to their own aims: the accumulation of knowledge and experience. Such information gained them the upper hand in the past, but they’ve never been able to capitalize on their advantages.

Virtue: Knowledge
A noble should be well-informed. The Decados believe than any and all knowledge and learning should be accumulated. Life of a Decados revolves around testing and studies of all kinds. It means that the Decados often have access to the most obscure kinds of data and histories. They look to expand their knowledge as a means of gaining face within their House.

Folly: Esoterica
The Decados drive for experience and knowledge can devolve into obsessions. They might fall into the trap of minutiae or pointless collecting. They can also paralyze themselves with over-analysis. More dangerously, they believe that all experiences should be embraces- leading many down into self-indulgence and hedonism.

Downfall: Loyalty
The greatest threat to the Decados is the Decados themselves. As a House they value autonomy and self-interest above many other virtues, especially loyalty. Learned and basked in their own particular branch of knowledge, each family feels that they should set the course or, at the very least, that they should not be responsible for the choices and consequences of the other branches of the House. While the Decados family of Decados is nominally in charge, they face and constant struggle against the other families. When meetings of the Houses occur, time has to be granted for the various Decados representatives to settle out their pecking order before moving forward.

Families
Decados: A strange mixed house, focused generally of social affairs, diplomacy and manipulation. That works in service of their mastery of salons and parties. They have managed to maintain their position of leadership purely through skills in pitting others against one another. They’re alos legendary for their skill and obsession with Think Machines of the Second Republic, a fact which makes the Church nervous about them beyond their other indulgences.

Jakovi: Legendary for their spies and intelligence gathering. This they trade for favors, services and goods throughout their House. Their skills in espionage, infiltration and information is legendary across the Empire. They have reasonably close ties with the Sharn, trading secrets for genetic manipulation.

Severus: The brutal military family of the Decados. The elite corps they field are known as the Kossaks, brutal warriors trained in a host of deadly environments. The Severus studies strategies and tactics- and practice them at the cost of lives. There are dark rumors about the kinds of simulations these warriors engage in.

Sharn: The Genetechs of the Empire. While others possess such techniques, no one have refined and implemented them to the extent of the Sharn. They practice body manipulation and modification- adding new traits and removing others. The Decados as a whole embrace these changes gladly, something which often puts off outsiders who find the changes off-putting or simple inhuman.

Galinka: Raider Archaeologists of the Decados. They know how to hit a site, break through protections, and little the most important information before an authorities can arrive. They keep a close eye on the trade in specialty goods- watching the markets for unusual objects. They’re also masters of restoration, selling off the less important pieces to fund their work.

Friday, August 12, 2011

Comme Il Faut: RPG Supplements I Like

THE RPG REFERENCE SHELF
I have a few sourcebooks I go back to when I get stuck in campaign planning. If I'm running a city game, I'll pull down City of Lies, The Kaiin Players Guide or Damnation City. For mysteries, I leaf through one of the Gumshoe books or GURPS Mysteries. If I'm looking for fantasy details, I head to Creatures & Treasures. For supers I look at Villainy Amok. For everything else there's S. John Ross's Big List of RPG Plots (the most useful thing out there). And if I'm thinking about Victoriana, Steampunk or any game with significant social factors I go back to Comme Il Faut (CIF), a supplement for Castle Falkenstien . Let me start out with a verdict to make my position absolutely clear: if you bought and enjoyed Falkenstein, Comme Il Faut ought to be your next purchase. It is good, extremely useful and adds a lot to the game. Buy it if you can.

So why should non-Castle Falkenstein gamers buy this? There's a lot here to like and to bring over into other games- and not only Steampunk and Victorian ones.

THERE IT IS
Comme Il Faut, All Things Right and Proper describes itself as "A Castle Falkenstein Companion." The book itself is 128 pages, nicely laid out. It does suffer in spots from the strange switching of font sizes from section to section characteristic to these Falkenstien books. As opposed to original artwork, CIF uses the art of Charles Dana Gibson which looks great. The consistency to the period art period really fits the books . Oddly R. Talsorian went with blue ink for the text, which isn't bad on the page but might be more problematic on screen working from a pdf. Overall it is physically a nice product.

BEING THE PART THE FIRST
The first half of the book, up to page 68, offers an overview of the world and society for New Europa and the Victorian period it emulates. Each topic gets at least a page and in some cases more- often complimented by boxed text for details (prices, distances etc). It begins with a discussion of behavior, dress, and a typical day's activities. Next, assignations, parties, country weekends, duels, education, fashion, the help, and gossip. There's a great breakdown of the likely topics of news and gossip by year. Then there's still more covering clubs, money, novels, travel, holidays, royalty, calling on someone...it goes on and on, ending (appropriately enough) with a page on Zeitgeist. CIF does a good job of reminding the reader from time to time of the details of the setting. For example, there's a page on Fairie etiquette. However author plays these notes lightly. If you're looking for a general sourcebook on the period, those asides don't get in the way. The basic ideas of the period can be applied elsewhere. If you're a Falkenstein gamer, you'll be pleased to recognize the nod given to the fantastic elements.

To be blunt the material here is dynamite. I've read other games and their distillation of these ideas (GURPS Steampunk, The Imperial Age, etc). Comme Il Faut does the best job of making those ideas easy to get at and useful. It is neither too brief, nor too in-depth. It does a better job than many other pseudo-historical game supplements. I've read some which felt simply lifted from real world sources with a few names and details changed. (In fact more than once I've been stopped cold reading a history books when I hit paragraphs a game book had simply cut and pasted without attribution). CIF maintains a solid, enjoyable and consistent voice. There's almost nothing in the way of stats here- making it easily useful for other games.

I go back and reread this section of Comme Il Faut from time to time, not just for games about that period. CIF's presentation of daily life and society gets me to thinking about how those issues and details appear in other worlds. How is dress handled? What are the codes for social behavior? What represents leisure? What are the events of society? That makes this an excellent idea book- a great place to start for world building and development. On this section alone I would recommend it.

BEING THE PART THE SECOND

The second half of the book deals with matters more Falkenstein-ian. Here we're treated to a variety of FAQs, new rules, and optional mechanics. There's something more than a little quaint about an in-book FAQ these days; Comme Il Faut came out in 1995, before the Internet kicked into high gear and universality. The questions to clarify some basic issues mostly about the order and details of resolving tasks. CIF then offers eight new skills and three new roles. The former hit the right note, the latter seem a little unnecessary since you can build those roles on your own.

Past those expansions and additions, the section offers some interesting variants on the card-basis for Falkenstein. You get a short but interesting section on using the cards to mock up a tarot and to generate random personalities. This is followed by a version of the damage and feat system which reduces the (albeit small) number crunching of the original rules further. That's complimented by the reverse approach- a highly detailed list of firearms for the period with stats and a set of rules applying hard numbers to actions in the game.

I've mentioned before how evocative the Castle Falkenstein magic system is. It is rich, freeform and yet the simple mechanics and limitations make it feel right for the setting. CIF spends eleven pages looking at those systems. About half those pages answer questions and offer advice to Hosts trying to manage player character wizards. In a nod to other games, it offers a list of classic FRP spells and the elements involved. Most usefully it provides some solid and concrete advice for handling Harmonics at the table- a tool for the Host to keep magic unique and dangerous. Everything here helps make one of the few obscure parts of the original Castle Falkenstein work smoothly.

Lastly the section ends with a significant chunk dedicated to classic frames for Falkenstein and alternate approaches. A lengthy piece talks about how to approach task resolution without a randomizer- how to effectively go "diceless" in the game. Comme Il Faut looks at each ability and what would be reasonably possible at what rank. While only a few pages, the material's fairly exhaustive and useful for GMs uncertain about how to arbitrate an abstract system. Those diceless ideas play into the section on Live Action Falkenstein- a set of rules ahead of their time given the more recent penchant for Steampunk costuming. The last dozen+ pages of the book offer discussion of various campaign frames (horror, mystery, romance, etc), a timeline of the period, and nice full page maps of several cities.

OVERALL
I came out of the gate saying I thought this was a great product. I would recommend it as a first purchase for any Castle Falkenstein player. It lacks the narrative devices of other books (like the core book and Book of Sigils) but more than makes up for it in utility.

PORTABILITY
As I suggested earlier Comme Il Faut would be useful to any Steampunk or Victorian game...but up to a point. The first half is universal, the second hald less so. If you add in the general discussion of campaign themes, you end up with about 80 of 128 pages being portable, and the rest being highly tied to the mechanics of the specific game. That may put some people off, but I would at least recommend purchasing the pdf to genre enthusiasts.

Wednesday, August 10, 2011

Legend of the Fading Suns (Part Two)

On retooling the Fading Suns setting. Part One here.

BUILDING A WORLD FOR PLAY

Most setting designs for RPGs fall into two major approaches: top-down and bottom-up. The top-down approach begins with a general world concept, builds around that and then figures out how the players are going to interact with it. You've got a logline- like "A Roman Game with Gunpowder"- and some ideas about the world. Concepts, details and structures should spin off from the base idea. The goal is to build an interesting and consistent whole. Broad themes and concepts can be constructed. Most licensed properties work this way, since you have that existing world and then have to cut a hole in it for PC participation. Some things seem easier and friendlier than others. Looking at sci-fi, for example, Firefly feels open and interesting, in part because it is a set of stories focused on characters and an ensemble. Something like the old classic Ringworld, despite being a lovely game, feels less open. That's a story with emphasis on ideas over characters- something common to a lot of classic hard sci-fi. Sometimes that makes outsider entry- in other words PCs- difficult.

On the other hand, a bottom up approach still begins with the logline. But it then imagines what a PC group might look like in that setting. Or it considers the kinds of stories which could be told at the table. The GM then shapes the elements of the setting to match that. What do you want the PCs to do- what opportunities do you want to give them? The GM has to consider both the positive and negative- what setting details might shut down interesting or hoped for behavior or approaches. If there's a drawback to this approach, it might be that it can create inconsistencies. Or at least continuity and structure take a back seat to other considerations.

These are simplifications, but I think point at the direction of thinking we as GMs sometimes take. I suspect there's switching back and forth in the that process. But sometimes when you find yourself stuck, it might be useful to move from one approach to the other. This doesn't take into consideration power-sharing setting design approaches like those found in Diaspora (system building), Microscope (history/world building), and any games which offer authorial power into the players' hands during play.

LEGEND OF THE FADING SUNS (finally)
So my new approach- reworking the Fading Suns brings in some of the elements I like from Legend of the Five Rings.

REBUILDING NOBILITY

Probably the greatest modification I'm envisioning comes with the noble houses. Right now in the setting there are five, plus a number of smaller houses. I know some of the supplemental books add some depth to those houses, but they still remain fairly uniform. In my reworking, each house would be like a Clan from L5R, and within that House there would be a handful of Branches (like families in L5R). Let me talk about the big picture of that first.

I'd like to establish a formal ethos for the Noble orders- something like the Bushido or Chivalric code in other games. I know FS already has some discussion of the roles and rules of the nobility, but I want to formalize that. The players should have something concrete to grab on to and play off of. Other games use Virtues do to that, so I think I'd like to stick with that structure. I haven't settled on what those virtues would be, but let's start with placeholder list: Cleverness, Wisdom, Loyalty, Prowess, Piety, Eloquence, and Justice. Each of the Houses would be the "key" House representing that virtue (again I'm borrowing really heavily from L5R here). I'd want to consider with those virtues what might their dark side (Cunning, Esoterica, Obedience, Force, Zealotry, Manipulation, and Vengeance). Optionally one could borrow the virtues of the Church (for the eight Saints). I'm imagining the Five Houses, plus the Church, plus the Imperial House, plus perhaps a new alliance of minor houses.

BUILDING HOUSES
Within each House you have the families, each with their own name and briefly stated specialty. I'll be using the term branch and family interchangeably here. We can assign simple types to these families. For example you'd have the martial branch, given over to matters of warfare,but shaped by the primary virtue of the house (Clever Warriors vs. those focused on Loyalty). You'd have the social family, the craft family, and/or the psychic family. The social family might be academics, diplomats, explorers, salon masters, merchants, or negotiators. A craft family might mean engineers, scientists of a particular field, artisans. weaponsmiths, shipwrights, etc. The psychic family would be either a particularly faithful branch blessed with unique theurgy or else those developing psychic talents. Related to that, I'm imagining a less adversarial relation between the Church and psychics in this version. Provided that psychics stay within certain restricted roles and powers, they could be accepted. Finally, I'm imagining each House would also have a unique family, with either a distinct modification to one of those roles or something completely new. Each House would have one branch serving in the "leadership" role. That provides some possible future conflict right there.

CHURCH & IMPERIUM
The Church would operate in much the same way, with a main branch, plus several orders. The same thing for the Imperial House which would have the Emperor's family, plus the Imperial Guard, the Offices of the Imperium, and the Imperial Priesthood. One of the key things in this structure is that the Guilds get eliminated- instead their roles and offices move to branch of the Houses. There would be free agents of those roles outside of the Houses, but for the moment they're less important. They're also not PC types. What about the aliens? They're not present as a PC choice. A GM might decide to allow a player to play a non-human, but one adopted into a Houses.

So what's the relation of the Imperial House to these Houses? It holds pretty close to the one in the book, with the exception that the current Emperor would not be a Hawkwood or come from any of the big five. He would instead be from another House which has essentially become the Imperial Holdings. As with Fading Suns currently, the Imperial House would be relatively new. The settlement of affairs would have been as much about the five other Houses realizing that conflict was costing them resources and putting the whole of the Empire at risk as military conquest. The Imperium would be a return to a previous state- there had been an Grand Empire which fell within the last century. Thus the Emperor has picked up those pieces and banked on nostalgia for that time. I like the idea of there perhaps being one or two Houses who fell and went into exile during the recent changes. They could serve as civilized human adversaries, in addition to the Space Barbarians, the Lovecraftian Symbiots, Corrupt Psykers, Alien Enemies and the like.

SCIONS OF THE HOUSE: A CAMPAIGN FRAME
I think what I'm suggesting isn't that far away from Fading Suns as it stands right now. It just shifts things slightly. It doesn't answer the problem I have with ship combat, but that's more of a system than a story concern and can be fixed depending on what system I use. Most of this is aimed at a bottom-up approach. Now that's an imposed approach, in that trying to build a world in which a particular kind of game will work, but I'm still imposing that vision. So what does that campaign actually look like?

Players will all be nobles- but nobility represents a general background rather than determining anything about role or class. Players can still play rogues, engineers, psykers, priestS,etc. But those function within the context of the House and Family. To put together a campaign like this, I would first create an outline of the Houses and the families underneath them. I'd write a couple of lines about each- giving the players a sense of what the House is like and the key element of each family within that house. Players would then collectively choose a House. Then they would collectively choose a family to take up (except the leader family) or choose to make up one on their own. For this they would build a number of aspects for that family, borrowing a page from John Wick's excellent Blood & Honor. They'd choose the focus of the house, the resources, special knowledge, the leader's personality and so on. B&H provides a simple system for this, I would elaborate on it. Players would have a collective "buy-in" to the background of their creation. Key to this would be the idea that members of the family don't necessarily have to follow the "key focus" of that family, so you could be a psyker in a martial family or vice versa. As with L5R, you can get training for your role in another family of your House (or even outside your House). The players would additionally decide on the starting state for their family- are they entirely new, established based on trecent exploits of their founder?; is the family in decline, rolling downhill?; or are they ancient and nearly collapsed, but for the recent events in which the PCs had a role? I'm borrowing from Ars Magica here and the idea of seasons for the Covenants.

With a family built, I would next have the players use a modified form of Microscope to construct their family's history. The starting point could be collectively decided on, but I would think something like "Beginning of the Emperor Wars" or "The Tide Turns Against the Five Houses," would be good. The players could then tell the story of their family's role (or the role of their founder or the role of the House in general) in those events. They could even add the character they're thinking about to that timeline. Players would have the list of Houses and Families, plus a list of Adversarial Elements (like the Outcast House(s), The Symbiots, etc) to build into that timeline. So we would get a second level of buy in. Finally, I'd work up a system of roles or offices for the players to choose from. That's another idea from Blood & Honor, with the PCs not being faceless members of the clan, but having some important duties and responsibilities- ones which would compliment their adventuring and exploration hopefully. I used that in my Last Fleet game and I think it worked pretty well.

LAST WORD
I think these things would make the game more interesting to me. Again, I don't see this as a huge shift. It simply offers another entry point into the setting, using tools borrowed from L5R, Pendragon, Ars Magica, Microscope and Blood & Honor. Of course there still this question: what does this gain you over playing a game of Legend of the Five Rings (since that's the one I'm borrowing from the most)? One, I think this game serves better those players unfamiliar or uninterested in the samurai genre. I'm not one of those people, but I know those who are. I think taking it out of historical (or even psuedo-historical) context opens it up for novices. It does remove some of the great cultural implications of the genre, but with a gain in ease of entry. Two, I love the L5R history and setting. I would have a hard time mucking around with it, or letting players muck around with it. This concept really requires mucking in order to get the players to feel ownership. Fading Suns- well I don't feel any great tie to the history and I can't think of anyone in our group who would...or even would have a significant idea of what makes up that continuity. But there's the question, why not just do fantasy or straight samurai? Simple- spaceships, blasters and ancient tech. I like those things and I want to play with them in a player-driven sandbox.

Tuesday, August 9, 2011

Legend of the Fading Suns (Part One)

A FAILURE OF VISION
I want to like sci-fi games more than I do. I really want to- I want to see the appeal and be able to picture the scale, grandeur and majesty of a campaign as I can with fantasy, modern horror, and supers.

If we take supers as a sci-fi concept out of the equation, then I've only dip and dabbled in the genre. Exceptions would be the excellent freeform Star Trek game Jim ran for us and the brief Star Wars story arc I ran. Both of those, however, are licensed properties, which I think makes a difference. The near future semi-Transhumanist campaign I ran ended up being a Mage the Ascension game. I don't generally care for Cyberpunk- though as a genre it has some concepts and themes I enjoy. But I did played a few times, always for a handful of sessions before the games collapsed. I used to own various versions of Traveller, from the original box to 2300 to Megatraveller, but never ran or played in any of them. Spacemaster we tried for a single session, if memory serves me correctly. Art ran a short and very strange Lensmen-like GURPS Space game. I bought Trinity, Diaspora, and Serenity. I'd been looking forward to Bulldogs, but I've heard now that it is more Pulp Future than Firefly. The most interesting recent sci-fi game I looked at has been Greg Christopher's Cascade Failure.

THE STARS WINK OUT
There is one sci-fi game that I keep trying to figure out how to retool. I bought the game when it first came out, and several years later played in several session of a campaign. Of course, that would be Fading Suns. While the campaign crashed and burned, the setting still intrigued me. I liked many of the details and ideas swirling around in it. But the game felt like a hodge-podge of ideas- some not taken to their logical conclusions, others played out too far. The system had some good points and some flaws, but that seemed beside the point. A good and compelling setting could be brought over to another game engine easily enough. I’d done that with L5R and Star Wars before. Fading Suns pitches itself as a sci-fi game with a fantasy rpg model. In some ways it resembles Dungeons & Dragons in space- with your typical mixed-up and diverse adventuring party. In other ways, it wants to have the grit of Warhammer Fantasy Roleplay. Some might even see it as a poor-man’s version of the WH40K. I don’t agree with that; Fading Suns has some of the same bells and whistles (the Church, decadent technology) it lacks most of the key ideas that really make up 40K. At least to my mind, the best example is D&D in space- with the problems which arise from that approach.

It does suggest a vast wilderness, and the ability to explore, but that’s somewhat curtailed by the nature of the jump gates. It also means a party with very different agendas usually- in Fading Suns the various “races” have widely differing agendas. In addition, having a “Cleric” and a “Magic-User” in your party will probably lead to immediate strife. Fading Suns presents a rich back story full of conflict and detail, but that requires either ignoring or leaving as a looming threat for the game.

THE DICE MUST FLOW
The non-game comparison often made for Fading Suns is Dune. I think that’s a fair comparison. It wants to have a world with strange lost technology, obscure religious philosophies, guilds with power, psychic powers, swordplay and so on. However, Fading Suns remains too firmly tied to history. In Dune we have no real sense of how we got there- there’s no presentation of a Terran Homeworld. We’re so far out and away, those links have vanished. Society simply is. There might be some bits- like Lynch’s discarded historical prologue from the movie. But they’re unnecessary. Various races have evolved from humans- that much time has passed. In Fading Suns we have 3000 years. That might seem like a long time, but there’s a continuity to the history. There’s still the sense of mankind having expanded out. Add to that the presentation of the Church in the game. Fading Suns adapts a pseudo-Medieval culture and with it a pseudo-Catholic Church. It feels very Western and not very strange. In Dune all of the religious and philosophical material- crucial to Herbert’s story- feels alien. That’s not true here.

TEN THINGS I HATE ABOUT...
So what do I like about Fading Suns:

  • Sci-fi with a fantasy element- swords and the pseudo medieval pageantry.
  • Noble houses each with a different character.
  • Psychic powers- with some interesting flavor to that. The idea of some of that power being corrupting. The ambiguity about the Church’s powers- should they really be seen as psychic.
  • Decadent and strange relic technology. A sense that such technology is dangerous. At the same time, less sophisticated technology usable.
  • The Jump Gates
  • Aliens present, but not central to the story.
  • Lost Worlds
  • The Guilds operating like classic guilds- with sets of carefully tended skills
  • The possibility for social conflict, power struggles, and diplomatic and courtly activities.
  • Spaceship battles
What don’t I like about Fading Suns:

  • The Noble Houses as presented feel very monolithic. Even when you get some drill down in the secondary materials, those rarely do much to change or develop the initial stereotypes.
  • The Church really feels awful in places- very nasty and dark. The various crusades there make certain other player character types a problem.
  • Some of the aliens seem goofy- like the Vorox and some presented from the Player’s Companion.
  • The diverse choices make for a diverse group, but an adventuring party approach eliminates some kinds of stories. And making a group from a single “faction” right now presents limitations.
  • The nobility lack a kind of central ethos- a reason for being and a way of behaving that directs players. Pendragon and L5R offer those.
  • Ship combat’s clunky and weird.
  • Psychics get the short end of the stick.
  • A Slavers' Guild?
  • The awful presentation and layout in the second edition of the rules.
NEXT
All of that being said, I’m thinking about a new approach- a way of reworking the Fading Suns setting to bring in some of the elements I like from Legend of the Five Rings. I’m going to talk about that tomorrow and try to figure out if doing so is worth it. If the question is: why not just play L5R, I want to make sure I have a decent answer. I have a couple of ideas about structure which I’m going to look at in that next post.

Saturday, August 6, 2011

Victorian Lost

Coming in March from White Wolf for Changeling the Lost:

Victorian Lost

The foggy streets muffle the rattle of cab wheels and the measured clip-clop of horse hooves. Well-dressed gentlemen in top hats raise their lanterns high as they quickly make their way through the fog, practically dragging along women in elaborate dresses. This is London at the end of the nineteenth century, and even in this age of science and industry, people still believe in faeries.

They believe in you.

Victorian Lost offers advice and material for running Changeling: The Lost chronicles set in Victorian England. Akin to the previous books like New Wave Requiem and Mage Noir, Victorian Lost will focus less on the historical details of the late 19th century and more on evoking the Victorian Age through the eyes of the Lost.
It is nice to see them doing some more stuff for Changeling. One of the things about Changeling that makes it work for me is the contrast between the fantastic of the modern. I'm going to be curious about what setting it in a time/place outside our our experience (another fantastic place in some ways) will add to it. I think the phrase used for that is "double mumbo jumbo."