Saturday, August 14, 2010

[Missing in Gaming] Realms of the Sun, Book 1: Bright Fires

I'm only missing a few Everway items and this is one of them. Originally published by Rubicon Games (now Gaslight Press) for Everway in 1997, it's 84 pages long and pretty damn hard to find.

And yes, when it was first out, I wasn't aware of it. Otherwise I would have picked it up. Now, I can't even find it for love or money. There are NO copies anywhere, it seems. Even Amazon doesn't have it. So I search for it, through used bookstores and online, at every opportunity.

Maybe someday I'll find it. Maybe you've seen one in your neck of the woods and will let me know. Here's hoping!

Friday, August 13, 2010

[Blogs] Marley's Ghost

MARLEY was dead: to begin with. There is no doubt whatever about that. The register of his burial was signed by the clergyman, the clerk, the undertaker, and the chief mourner. Scrooge signed it: and Scrooge's name was good upon 'Change, for anything he chose to put his hand to. Old Marley was as dead as a door-nail.

A recent post over at the Hopeless Gamer brought up an interesting item (and, no, I'm not going to comment on the John Wick/Play Dirty subject).

What interested me in the post was this sentence:

This isn't a disadvantage, this a "Marley was dead: to begin with" drawback.

Now it's true: Marley was dead. And it was a drawback for him, assuredly. But it was part of a backstory to Scrooge.

And I wonder how many of us run games with these sorts of situations - where the setting or background has an inherent set, an excessive set, of drawbacks that turn the game a certain way.

I'd think it was a lot. Not that everyone starts out as dead, but in a game set on Glorantha, the setting is the drawback but nobody really minds much (unless they're not interested in playing in Sartar).

I wonder if it's possible to trim down those drawbacks to the bone and allow more opportunities for the players. We used to do that back in the old days. The world started in a dungeon and expanded from there, with info added as needed. Now we have tons of books with backgrounds and histories, all mapped out to the nth degree, some settings which require a Bachelors in History/Anthropology to even play in (Forgotten Realms, I'm talking to you).

Part of what gets me about running some settings is that I, as the GM, should know more about the setting than anyone at the table. It's a hang-up of mine, I'll admit, but one that many feel is the right way to do it. Being interrupted during a bit of background fluff and being told that the Elves migrated to Zuchinniville during the 790s not the 1750s and the Fall of Steak Port occurred after the King of Leafy Greens declared all of Couscous part of the Empire just grates on my last nerve. Canon can equally be a GMs boon or bane, and with a player who knows the full histories, including the secret histories, the novels, the modules, all the supplements, and the middle name of the daughter-in-law of the best friend of the blacksmith who forged the sword that killed the beast, it's annoying.

I guess the point I'm trying to make is as follows: cut any background and setting you use, published or not, to the bone and make it obviously that at the beginning. Leave out all the stuff that doesn't fit or will waste time (like that bit on mule production on Easter Island). Announce straight away to the players that this may be Traveller but it's not your father's Imperium. Nothing on the background, histories or anything is valid unless the GM says so. Use the players that have that damn eidetic memory as a resource but not as a cudgel. And don't be afraid to say "yeah, that's the common history but it doesn't add up when you compare the witness statements" and "nope, it really didn't turn out that way because X, Y and Z made up stuff to please their patrons." Use a red pen to excise history, background and characters as you see fit.

Thursday, August 12, 2010

[My Collection] The Morrow Project

I first heard of The Morrow Project in early 1981. A local mail order game company had it listed in their catalog and I managed to track it down at a convention. Produced by Timeline Limited (which has gone through several iterations/owners), you can still purchase half of the ten original modules as well as the two most recent ones.

While the system leaves something to be desired (initially starting as a non-skill system that later had percentile skills added), the background and concept were top notch.

Unfortunately, RPG.net has no reviews on it but you can find lots of info at the Supply Bunker. There are a few blogs (1, 2) on the subject, too, but I'm sure you can find more.

A 4th edition is currently in the works but whether that actually sees the light of day will remain for the fates to decide.

Wednesday, August 11, 2010

[Auld Lang 'Zine] 1001+1 Nights, Issue #1

Issue #1, One Thousand and One Nights and One Night RPG Campaign Design 'zine

My first official issue of One Thousand and One Nights and One Night Campaign Design 'zine was published in March of 2007.

The contents included the second appearance of Quotes (with a pretty cool quote from Sir Richard Burton), a favorite book by Tim Powers, a webcomic that I continue to read to this day, as well as a write-up on a multiverse D20 game I ran.

I had a number of game notes but the three links for the Wizards of the Coast products (Star Wars, D20 Modern and D&D 3rd edition) are well out of date, though the Farscape RPG and Stargate SG-1 RPG from Alderac Entertainment Group, and The Red Star Campaign RPG from Green Ronin Publishing are still valid (all books I own, but those will be separate My Collection entries).

Tuesday, August 10, 2010

[How To Play] Savage Worlds, Part 6: Rolling the Dice

Charley and I discussed how Savage Worlds rolls the dice. Dice choice is very important, since we will be rolling Wild Dice for Sir Nick and various Wild Card NPCs. Having Wild Dice that stand out from the other dice is vital to the game.

Traditionally, it is common to have a set of d4, d6, d8, d10 and d12 in one color, and the Wild Die d6 in a different color. Since we've both got a wide variety of dice, Charley chooses his solid Blues set (d4, d6, d8, d10 and d12) with a Red d6 for his Wild Die. I pull out my Maroon set and my Purple set, plus a couple of Green and Black d6s for various Wild Dice.

During play, when Charley has to make a roll, he'll take the Blue die appropriate to the skill or attribute and his Red Wild Die, roll them both and take the best value. Savage Worlds has an open-ended dice rule - if a die rolls the maximum, an "ace," re-roll that die and add together, as many times as the maximum roll is made.

For example, if Charley rolls his d8 Fighting and his d6 Wild Die, and rolls a 4 on the d8 and a 6 on the Wild Die, he keeps the highest roll (the 6 on the Wild Die) and re-rolls it because it "aced" (getting a 4), for a total of 10. His attack roll is the better of 4 and 10, so his roll is 10 (if that misses, Sir Nick is in trouble!).

In order to succeed at a task, it is necessary to equal or exceed a target number (TN). The standard TN is 4 for most common actions, but if Sir Nick's opponent in the above example has a Parry higher than 4, say a 6 or an 8, he'll have to match that higher Parry.

If Sir Nick is climbing a wall, I would leave the TN at 4, but if he was doing it at night, the TN would be 6, and on a moonless night, the TN would be 8, and in the dark during a thunderstorm, the TN could be 10 or more. So the more difficult the situation or the addition of more and more circumstances that would make a situation dangerous would add to the TN.

Each 4 above the TN is called a Raise, which has good game effects for the roller because it improves the success. For the standard TN 4, the first Raise is at a roll of 8, the 2nd at 12, the 3rd at 16, and so on. The rules allow additional damage for attacks that Raise and other rules are outlined for skills and attributes that Raise. I referred Charley to the Savage Worlds Explorer's Edition if he's interested in reading up on it.

Monday, August 9, 2010

[Resources] The End of the Samurai: The Satsuma Rebellion

In 1877, the last of the major Samurai rebellions occurred in Japan. An ex-samurai and former leader in the Meiji government who supported the new reforms, Saigō Takamori, lead this rebellion as a response to perceived corruption in the new government.

Before he became a rebel, he believed that war with Korea would have been strengthening to the Japanese nation and the military - he wanted to provoke Korea by being so insulting during a visit that they would kill him and start the war.

After the government didn't take to his insult-them-so-they-kill-me-and-we-go-to-war plan, he retired in protest and seemed content to run a private academy that taught things like the Chinese classics as well as bushido with martial training.

Of course, the government in Tokyo was not pleased with this, and after a few bad situations occurred, like the police being sent to "protect" Saigo revealing under torture they were there to kill him and a naval vessel attempting to remove an arsenal from a nearby city (prompting a couple of raids from the academy students), the area was up in arms.

Saigo stepped in, reluctantly, and lead the rebellion. Between February 1877 and Autumn of that year, a number of battles occurred, from a failed attempt to gain access to Kumamoto castle early in the campaign to an eight day long battle in March, which lead to a retreat from Kumamoto. The final battle occured on September 24th, when the heavily outnumbered rebels charged down the throat of the Imperial Japanese army's gatling guns in one last mad-dash for glory, to predictable results.

This history is a perfect resource for an end of the Samurai game or even for a setting where the transition from one system (feudalism) to another (democracy) leaves a martial/noble class used to being in charge in the dust.

Sunday, August 8, 2010

[Alignment] Chaotic Good

Chaotic Good, "Rebel"

A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he’s kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.

Chaotic good is the best alignment you can be because it combines a good heart with a free spirit.

Saturday, August 7, 2010

[In the Game] Creativity

I recently read an article from Newsweek titled The Creativity Crisis. Check it out, it's a good read.

It started me thinking that there are a couple of thoughts (or more) we should ask our gamer selves:
  • “How could you improve this game to make it better and more fun to play with?”
And by more fun, I'm not meaning simply rules refinements or more rules, but also actually improve the fun the players have playing the game. In many games, it seems, we have plenty of rules to cover all (or nearly all) contingencies, why would we need more? Have we fully explored the interactions between players? Would it improve the game? Also, sometimes we play before we play, by adding story that should be done during the game. I've heard several podcasts decry this because it takes away from the actual, boots-on-the-ground parts of gaming. And there are other ways we ask each other "What else can improve this game?"
  • "Are we asking enough questions about games we play?"
How many days do you ask 100 questions? I don't even think I hit 50 on most days. The article states that the kids "lost interest because they stopped asking questions." Are there more monologues in your games or more question-answer dialogues? Do your NPCs give answers or questions to the PCs? Do you question the rules more than the setting or what the players want in the game? I know I've said it, we've all said it - the standard GM's question of "What are you going to do now?" especially after a lull in the action. That question doesn't provide any links to the vast array of possibilities that are open to the players and, because it's so open ended, maybe it leads to an overwhelming feeling there, an action paralysis and a fear of "doing it wrong." Maybe adding qualifiers, new information or just a plain off-hand comment to jumpstart the players to do something seems to be the way to go: "What are you going to do now that you've heard a rumor that Mr. X has bought a warehouse downtown?" Will this additional info get the game moving towards fun? I dunno but I'd hope so.

What do you think? Any more things to do to spark creativity at the table? I'm interested.

Friday, August 6, 2010

[My Collection] Lace & Steel

The Australian Games Group (TAGG) published Lace and Steel in 1989. Pharos Press did a 2nd edition in 1998. A single supplement, Castle Keitel, was published in the early 1990s for the 1st edition with another supplement planned called The Highwayman.

I picked up the 1st edition and supplement soon after it came out, both costing a pretty penny at MSRP (though I don't know what they were I remember them being expensive for my budget). I found the Pharos 2nd edition in a Half Price Books a few years ago, sans cards.

What got me interested in this game was the art by Donna Barr. Centaurs and satyrs in an Elizabethan England-type setting. Part of the action to create characters involves using a tarot deck and other card decks are used for repartee and fencing.

Unfortunately, RPG.net has but a single review (1).

Thursday, August 5, 2010

[Atomic Thursday] August Specials

For the month of August, I'll be taking a break from my Aftermath!: The D.C. Campaign write-ups and posting a bunch of real cool things in the post-apocalyptic genre.

Stay tuned.

P.S. And no worries, the D.C. Campaign will be back!

Wednesday, August 4, 2010

[Missing in Gaming] Takishido's Debt

I bought Takishido's Debt for FGU's Bushido in the 80s. Heck, I even had the Bushido box set. And in the early 1990s, I gave them away. I can get the Bushido set back, actually the re-printed book, not box, set.

But I've never seen this module ever since.

Someone has it for sale on Amazon for $35, which I haven't brought myself to even considering it yet. Maybe I'll find it in a used bookstore. Or maybe someone out there is reading this and has a lead on a copy.

Tuesday, August 3, 2010

[Labyrinth Lord] 4 Swords for Revenge: An Ashford Valley Adventure

I published this one last month for the latest issue of my Switching to Guns 'zine. Who doesn't like a revenge tale?

4 Swords for Revenge: A Get Ready, Get Set, Go! Labyrinth Lord adventure set in the Ashford Valley

Get Ready:
Ten years ago, four men murdered a young boy's family. They used four old short swords to do it then dumped them into a pit. The young boy survived the attack and disappeared. The case was never solved and the four men became rich from the loot they stole. They are now pillars of the community. The boy became a wizard and found the swords that killed his family. He's moved back to town and he'll get his revenge.

Get Set:
The PCs are in town when a grisly mass murder is reported. A prominent member of the town and his wife and children have been hacked to death in his house. No one knows who killed them and the police have no clues. This is the second instance. Over a week ago, another pillar of the community, along with his wife, were killed in the same manner. The rich and prosperous believe that they could be next, so they are hiring guards at double, triple, and more, of the usual rate.

The PCs hear about the murders when a wealthy merchant comes to see them to offer them a job guarding him and his family.

Go!:
Alden the mage spends time in one of the local dive bars. While there, he drinks with some of the patrons and finds a group of them, specifically looking for four, to spend time with. Using his Ring of Spell Storing, which he has pre-filled with four Charm Person spells, he charms each of them and gets them to carouse without getting more drunk. They sing songs together, declare their undying friendship and talk about the troubles that beset the town, including one which Alden introduces: the problem with Orcs infiltrating the town.

After a few hours of this, Alden convinces his friends, in conspiratorial whispers, that a group of Orcs is living in the town, right under the noses of the authorities (and maybe with their tacit approval). The group leaves the bar and wanders around town, each time they pass a street, Alden uses his Charm influence to mention the street is something different, a street on the other side of town, and his friends all agree with him. He wants them so confused so they don't remember where they were when they do the deed.

Alden takes the group to an alley and tells them that a house nearby has those Orcs and they need to do something about it. He convinces them that the Orcs have disguises and bad ones at that but they should be able to see them fairly well. He gives each of them a short sword and a set of canvas overalls to put over their clothes, admonishing them that they need to bring the swords back to him as they are very precious. Then he takes them to the house, uses his Knock spell to open the door and sends them in to do the crime - butchering the human family within.

After the deed is done, Alden takes the swords and overalls and leads the group around again, to confuse them yet again, and tells them that they've done an action that will improve their town. And the corrupt authorities probably will cover-up the Orc killings with something else, maybe by murdering someone else. They need to watch for this. And, being such great friends, they believe him.

He's done this twice so far and it seems to be working out pretty well. He's only got two more on his list, then he'll skip town, never to return. He's used the same four men for the first two crimes and so far there are no problems, however, one or two of them are having nightmares as a result of their activities and that will come to a head. In the event that even one of these dupes starts given Alden a problem, he'll take each of them aside separately or use his Sleep spell on the lot and murder them. This may lead the PCs in his direction (due to his association).

Notable NPCs:
Alden the Mage; No. Encountered: 1; Alignment: Neutral; Armor Class: 9; Hit Dice: 3d4; Hit Points: 9; Attacks: dagger (1d4), staff (1d6); Save: MU3; morale: 9; Special abilities: Ring of Spell Storing (with Charm Person (minimum 1, maximum 4), 2 Sleep and 1 Knock spells), Spells: Charm Person, Sleep, Knock.

Charmed Townsmen; No. Encountered: 4; Alignment: Neutral; Armor Class: 8; Hit Dice: 1d6; Hit Points: 5, 4, 4, 3; Attacks: short sword (1d6); Save: NM1; morale: 10; Special abilities: immune to charm.

Alden only wants revenge. If the PCs stop him and he escapes, he may show up later to get revenge on them. Whether he fits into the Necromancer plot is up to you but being thwarted could push him over the edge to Chaotic.

Monday, August 2, 2010

[My Collection] Witchcraft

Witchcraft was the first game to use the Unisystem rules. It differs from the more cinematic Buffy system by just a few ways (Witchcraft is more gritty).

I have the first and second editions of this game (by Myrmidon Press and Eden Studios) and am currently working on getting the four published supplements: Mystery Codex, the Abomination Codex, Power and Privilege and The Book of Hod.

RPG.net has a ton of reviews on the main books, 1st and 2nd editions (1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11), but only a few on the supplements (12, 13).

Sunday, August 1, 2010

[Characters] Nick Chopper VI

I came up with Nick Chopper for a Savage Fringeworthy game but the character was shot down. What to do? Well, let you guys see him, obviously.

I figured he's the 6th in line of the famous Chopper family and the Munchkins recently uncovered a Fringe Path gate on Oz. Of course, a young and dashing knight like Nick just has to find out where this leads.

Sir Nick Chopper VI
Knight, Tin Woodsman of Oz
Novice + 48 XP (Novice + 9 Advances + 3 XP)

Agility d6, Smarts d8 (Nov Adv), Spirit d8, Strength d8 (Seas Adv), Vigor d8 (Vet Adv)
Pace 5, Parry 8, Toughness 8, Charisma -0-

Hindrances: Tin Woodsman (Outsider, Max Agility d6, Pace 5, Water/Rust Susceptibility, Heartless, Uniform Size), Code of Honor: Knight of Oz [M], Loyal [m], Quirk [m]

Edges: Tin Woodsman (Construct, Level-Headed, Repair d6, Woodsman, Armor +2), Noble, Block, Frenzy, Improved Frenzy, Common Bond, Luck, Trademark Weapon:

Skills
Fighting d10, Guts d4, Repair d6, Intimidation d4, Persuasion d4, Stealth d6+2, Tracking d6+2, Survival d6+2.

Tin Woodsman of Oz racial template
Hindrances:
Clunky: Agility restriction to d6 and Pace 5: -4
Water/Rust Susceptibility: -1
Outsider: -1
Heartless: -1
Uniform Size: -1
Total: -8
Edges:
Construct: +3
Level-Headed: +2
Woodsman: +2
Armor (+2 toughness): +2
Repair d6: +1
Total: +10
Net: +2