Insightful Guidance
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The exploration of the Truth, the exploitation of Lies, and a fuller understanding of Existance. Plus, cute squid!
Links:
Squid's Redoubt Squid's Redoubt: Top Ten Podcast Squid's Redoubt: Operation BSU
Jul. 26th, 2007 @ 07:06 am Galactic Pioneers
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kawaii, AAMA1, Draeni, Battlefield 2142, Sins, Operation BSU, cobra, Doc Ock, threat, kej, monkfish, DropTeam, Necron, DoW, 2142, GWIco, Silk Road Online, mutant, blush, World of Warcraft, brimstone, Rx Tentacle, dt, SteelBeasts, angry, archon, Domina, elric, alien, existentional, destroyah, ryu, WoW, Sins of a Solar Empire, godzilla, sb, Killing, Dawn of War, tanker, pink ponies, evilgasm, warning, Auto Assault
Current Music: The Creepniks - Graveyard Shindig - Surfin' With Satan (Squid's Redoubt)
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Just to kind of reverse the spin on ‘s new obsession with retro-50’s SF being the only thing worth going on about, I bring you … well, a kind of twisted homage:


The Phenomenauts Galactic Pioneers

We were here before, before four score, before four thousand years. We interbred, which changed your head; at least you kept your ears. Flew past stars and then to mars and then we brought you here. We were just interested in stellar evolution and not religious ideals.

We’re not angels, we’re Galactic Pioneers. We’re not demons, we’ve been comping here for years. Me and Ra and Jehovah, and Yahweh and the kid. We set her down to look around and tried to keep it hid.

Ezekiel saw in full and nearly flipped his lid, so we took him inside and took him for a ride and he got so excited. We regret that when we met, you were so ill prepared. Your scientist did not exist and you got so damn scared, you theorized, it’s no surprise, that out of the thin air, you pulled a crazy old theory about a creator that was scary a man with a long white beard.


If the band that this song evokes isn’t a playable set of character concepts, I’m not in. If it ain’t sleek, and fast, with a duck’s ass hairdo and big fins on your ride, it ain’t retro-50’s. I don’t care how much you chant “Terra, not Earth.”

If you want real retro-40’s to 60’s sci-fi, bust out your copies of 45: Psychobilly Retropocalypse and get ready to ride the big candy-pink beauty right to the stars.

There are times to take a few steps back and see if you’re not just taking yourself a little too seriously. I always have the right tool to avoid that horrific end.

Jul. 21st, 2007 @ 05:22 am Anime Weekend Atlanta, Gaming Geekdom
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kawaii, AAMA1, Draeni, Battlefield 2142, Sins, Operation BSU, cobra, Doc Ock, threat, kej, monkfish, DropTeam, Necron, DoW, 2142, GWIco, Silk Road Online, mutant, blush, World of Warcraft, brimstone, Rx Tentacle, dt, SteelBeasts, angry, archon, Domina, elric, alien, existentional, destroyah, ryu, WoW, Sins of a Solar Empire, godzilla, sb, Killing, Dawn of War, tanker, pink ponies, evilgasm, warning, Auto Assault
Current Music: KMFDM - Hau Ruck - Free Your Hate (Squid's Redoubt)
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Looks like they’ll offer me a free badge to AWA if I’ll run a few games. I had a few moments of inspiration, and this is where the madness took me:


Friday

3pm

PS666: Finals

System: Wushu

The characters are students at PS666, a school for young sorcerers, their children, or other supernatural beings. Finals are here! Can the students make it through to the other side with decent grades?

Chargen will be on-site. No experience necessary.

5p

Invaders

System: Capes

Players assume the roles of both aliens and humans as interplanetary invaders attack the world of 2175. The unique nature of Capes means everyone gets to play every side of the conflict. Who’ll fall in love, who’ll destroy a city, and whose giant robots will reign supreme!?

Chargen will be on-site. No experience necessary.

Saturday

1:30p

Rikanishu Chu-Chu

System: Capes

Rakinishu was just an average guy, fresh out of high school, trying to deal with college, and holding down a part-time job as a a data entry clerk at the bank. That was until the Chu-Chus showed up, mischievous spirits that make your dreams come true. Unfortunately for Rak, he dreamed of the beautiful girls he wished were in his life. Can he find happiness in the Chu-Chus’ projections or is the real girl of his dreams elsewhere?

Chargen will take place on-site except for Rak, who’ll be pre-gen. No experience necessary.

3:30p

PS666: Prom Date

System: Wushu

The characters are all students at PS666, a school for young sorcerers, their children, and other supernatural beings. Can they get through prom with their hearts intact … and in their chest?

Characters from Friday’s PS666 strongly encouraged to return.

Chargen will occur on-site. No experience necessary.


I realize two hour slots per game might be pulling it kind of tight, but I’m wagering there’ll be so little interest one or the other will get dumped. Luckily for my evil planning, both Wushu and Capes can really easily add people as the game goes on, so it’s not a huge burden if folks want to jump in or out.

Now, the real question becomes “is it worth billing these games as run by the co-author of Hearts, Swords and Flowers?” On the one hand, it’s completely true. And I’ve definitely constructed all four premises to have definite shoujo overtones (or, in some cases, whole palettes). On the other … well, is that even a selling point? Are there HSF fangirls/boys? One shudders to think.

Assuming these games get approval, next step’ll be doing plot and character/relationship graphs for the Wushu games and a fist-full of characters/situations for the Capes games.

Jul. 4th, 2007 @ 04:17 am Capes DragonStaff Ultimate Comics Code
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kawaii, AAMA1, Draeni, Battlefield 2142, Sins, Operation BSU, cobra, Doc Ock, threat, kej, monkfish, DropTeam, Necron, DoW, 2142, GWIco, Silk Road Online, mutant, blush, World of Warcraft, brimstone, Rx Tentacle, dt, SteelBeasts, angry, archon, Domina, elric, alien, existentional, destroyah, ryu, WoW, Sins of a Solar Empire, godzilla, sb, Killing, Dawn of War, tanker, pink ponies, evilgasm, warning, Auto Assault
Current Mood: tired
Current Music: Cephalic Carnage - Xenosapien - Molting (Squid's Redoubt)

I’ve written of Dragonstaff before.

The original idea was a totally over-the-top fantasy setting, roughly inspired by the kind of insanity one finds in DragonLance, but expressed through Capes mechanics. The possibilities for comedy and pathos were always massive in such a thing and the original plan was just to go the whole 9-yards and let the madness flow.

But we can do better.

At Dragon*Con, I plan to go somewhere out even beyond that far outpost of limitation. Just as Marvel has created the Ultimate line of comics to bring their characters into the 21st century, and largely managed to screw up everything that made the originals cool, so I plan to bring Dragonstaff into the modern era and screw up everything — OK, no one but [info]point5b and I really saw it, so no one can really be horribly disappointed, but that’s not the point! The point is that I’m fully intending to bring the most bizarre mix of crazed over-the-top-ness ever to a gaming convention.

I want people playing in the RPGA Living City games to look over and wonder what in th’Hell we could possibly be playing … and how they can get in on it! I want it to get rowdy and disturbing and bizarre by turns. Sometimes all at once.

We can do this.

Ultimate Dragonstaff takes what few limits there were on the Dragonstaff setting and throws it out the window. Ultimate Dragonstaff will make Exalted look like pikers playing in a sandbox. Ultimate Dragonstaff takes a look at Nobilis and scoffs at such a low-level campeign!

OK, maybe not that last one. But close!

Ever wanted to play Fistandantilous / Raistlin? How about The Scarlet Empress? Drizzt Do’Urden? Elric of Melnibone? Conan? John Carter of Mars? John Galt? Elminster the Wizard? The Black Adder? Arthur? Lancelot? The Lady of the Lake? That Guy on the Dead Wagon?

You can do it all in Ultimate Dragonstaff, and probably should!

But you can’t have a Capes game without a Comics Code, the list of things that cannot come to pass … and, which, incidentally, the villains and sometimes heroes of the piece try to do constantly, since almost achieving them gives Story Tokens as a pay-out.

So, let’s rough a little something out. This can be refined as we go, but as a first pass:

  • Characters with Powers cannot be permenantly killed.

    The distinction here is any character with Powers. That’s heroes and villains alike. Falling off a cliff to your “certain doom” pointedly does not count as being permenently dead, nor is being left in a deathtrap. If neither of those happened, there’d be no fantasy novels!

  • Exemplars cannot be permenantly killed.

    Well, if we’re giving Powered folk the out, might as well give it to Exemplars. This pretty much just means your Exemplars will be constantly in some kind of danger, as folks go for the Gloating pay-off.

  • The root conflict between characters and their Exemplars can never be resolved.

    • Corollary: Unspoken love can neither be revealed nor abandoned.
    • Corollary Exemption: A character in love with a villain must make it repeatedly, brutally obvious to everyone but the target of their love.

    Those pesky root conflicts. It’s just no fun if Aunt Mae tells Peter she’s OK with his web-slinging and hires a goon army to protect her from his rampaging rogues’ gallery, and neither is it fun when the cute red-headed wench the burly Adventurer is smitten with but too shy to tell has it all ruined if he confesses his undying devotion like a sane, smart person. Just doesn’t happen. Ergo, can’t.

    Why the thing with the villainous love interest, you ask? Because it’s necessary.

  • The world cannot be destroyed.

    Pretty obvious stuff, that. Can’t blow up the setting. Note what’s not covered, though: political revolutions, murdering heads of state, ruining economies … and that you’re intended to be playing characters that can do such things reasonably on a whim. Feeling a bit unconstrained yet?


Dragonstaff Banner

Jun. 17th, 2007 @ 02:35 am Ursula Needs Motivation
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Just for you, ursulavUrsulaV ...

Jun. 16th, 2007 @ 10:31 pm Joshua Christi, He's Back!
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kawaii, AAMA1, Draeni, Battlefield 2142, Sins, Operation BSU, cobra, Doc Ock, threat, kej, monkfish, DropTeam, Necron, DoW, 2142, GWIco, Silk Road Online, mutant, blush, World of Warcraft, brimstone, Rx Tentacle, dt, SteelBeasts, angry, archon, Domina, elric, alien, existentional, destroyah, ryu, WoW, Sins of a Solar Empire, godzilla, sb, Killing, Dawn of War, tanker, pink ponies, evilgasm, warning, Auto Assault
Current Mood: creative
Current Music: Klingonz - Drink Fight Fuck (Squid's Redoubt)

[21:59] [info]point5b: http://i11.tinypic.com/4pmxyeg.jpg
[21:59] point5b: And the excellent comment:
[22:00] point5b: Jesus plays SHADOWRUN??

Guess that makes sense, you need patience to count all those d6's.
"Okay, this is a simple run. You go in, locate the poor and downtrodden and unload some hope and salvation at them. If you run into any crippled or blind, heal the bastards without thinking twice. The means of exctraction are as usual: martyrs death while spreading the gospel of the lord to the unbelievers. See you in heaven."

[22:00] exopilot: [laugh] OK, Old Testament as Shadowrun. There's a Nobilis game waiting to happen.

Or, at need, Capes ...

I've already done God, Jesus, and Lucifer in Capes, which is undoubtedly going to send me right to Hell. I'm horribly, horribly tempted to go pull Nobilis off my shelf and start statting out God as an Imperator, and Jesus, The Holy Ghost and Lucifer as Powers thereof. (This is, technically, wholly at odds with the original Nobilis setting write-up, but since I'm responsible for injecting a dose of yaoi romanticism between God and Lucifer in there, I feel comfortable further mangling things horribly.)

Jesus as Shadowrunner, though ... This could be fun.


Joshua Christi
Son of God and Ass-Kicker

Powers Styles Attitudes
2 Mana Blast 3 Son of God 2 Kind
1 Mind Control 2 Angels Among Us 1 Gentle
3 Summoning 1 Flash-Backs 3 Ass-Kicking
4 Resurrection 5 Aggressive
4 No-Nonsense
Drives

2

Love

4

Justice

1

Hope

1

Truth

1

Duty

You know, it was a lot more straightforward in the New Testament. Things were simple. No Aztechnology, no magic reawakened in the world, no two-guns-akimbo street sammies running hither and yon without giving two-farts-in-a-whirlwind about the Message of God. Honestly, Joshua had no real inclination to even come back. A few more centuries and the bone-headed morons on Earth might get some of their heads on straight.

No such luck.

Instead, Josh gets sent back to the world with nothing but the fact he's doing the Will of God and His Son, a charming affinity with summoning the spirits and powers of the air, a Holy Writ for the angels -- who are feeling kind of pissed and ignored, anyway -- and a bad case of post-traumatic stress disorder from the last time he dropped in. All that and a Desert Eagle in each fist.

The Son of God is back. And, boy, is he pissed.

Jan. 26th, 2007 @ 06:28 am This Real Present Darkness
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kawaii, AAMA1, Draeni, Battlefield 2142, Sins, Operation BSU, cobra, Doc Ock, threat, kej, monkfish, DropTeam, Necron, DoW, 2142, GWIco, Silk Road Online, mutant, blush, World of Warcraft, brimstone, Rx Tentacle, dt, SteelBeasts, angry, archon, Domina, elric, alien, existentional, destroyah, ryu, WoW, Sins of a Solar Empire, godzilla, sb, Killing, Dawn of War, tanker, pink ponies, evilgasm, warning, Auto Assault
Current Mood: indescribable
Current Music: Wine, Woman, and Song - Whisky Nancy (Squid's Redoubt)

This Present Darkness Banner

tryptophanHeather's right. It's unfair to offer people a good, hard gaming and then not let them have it. It's just darn impolite, at heart, and I should avoid being impolite.

So, here's the call-out. I know tryptophanHeather's going out of town on Sunday for two weeks. My social calendar's scant, and I'm pretty sure most of the folks I know are in similar straits, so ...

This Present Darkness. Saturday night. Starting around, say, 7p - 8p Eastern. If you're an old hand in here, you know what the URL for the wiki is. If you find yourself free and want to join in, Capes is good in that we'll have to be putting together characters on the fly half the time anyway, so it's not so big a deal.

For those folks with PDFs, brush up on your mechanics and be ready to go. For those without, well, we'll work something out.

This will be a Skype moderated event, so that means you'll need to have the right hardware and software hooked up to do the deed. Make it happen.

If only there was an easy way to model laying 3x5 cards on a shared desktop. Ah well, can't have everything.

As Prime Operator, I'm taking it on myself to setup the first Scene. Which just means things will be strange right out the gate. Just as we like it.

Nov. 13th, 2006 @ 09:06 pm Vampirism in Atlanta
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Current Mood: thoughtful
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So, after attending AIT with folks last night, it became obvious thart I needed to create a character that actually had some hooks that other folks would actually need to know about and find use for. That required actually coming up with a real character background, which I just can't play a character without. The irony was that Ki needed a decent character to get involved with, too ... and then the twisted idea to be an Embraced brother and sister who run an occult library/bookstore came up, and it just got weird from there ...

Ryo and Eko Shinta )

Background

In 1943, Franklin D. Roosevelt signed Executive Order 9066, authorizing the temporary internment of Japanese living in the United States. Similar camps were authorized in Canada by the government of the day. As a result, 120,000 Japasnese and Japanese-descended citizens were rounded-up into one of ten "relocation centers."

Ruby and Nicholas Shinta were a newlywed couple whose parents had come to America only a decade before. They were placed in the California relocation center together, and began to try and piece together what would become of their lives.

That consideration was ruptured when Ruby was raped by a gaijin guard in the spring of 1943. When they discovered that the violence would have issue, they were devastated. By the time of Ryo's birth in '44, they were adamant that their child would be steeped in the culture of their homeland and not assimilated as their parents had intended them to be.

Ryo's gaijin appearance and physical deformity were both hard shocks, insult to injury, for his beleaguered parents. They remained insistent that he be culturally Japanese, but their Asian distaste for the crippled and their hardness of heart at his white appearance made it impossible for them to truly love him. While the boy possessed a brilliant wit and devotion to learning, his parents kept him locked in small rooms, away from the eyes of their neighbors, bent over the accounting for their small laundry in San Francisco.

Meanwhile, the Shintas were working at expanding their family. A brother and a sister followed, and as they grew older, they too took their parents' attitude toward the now bitter but unhumbled Ryo. Their taunts and petty cruelties hardened the boy and honed his distaste for humanity in general to a fine, keen edge.

It was his second sister, Eko, who came thereafter, who provided for both their escapes.

Eko was born sickly and weak, and the Shintas despaired of her ever finding her feet. Always small, she became hardy with amazing swiftness and was the true monkey of the family, often found climbing on the bookshelves or even on the rooftops. She seldom spoke, and when she did, it seemed as if she was deliberately leaving her listeners to make their own decisions about what she'd actually said, but unlike her older siblings, she did not antagonize her eldest brother but accorded him the respect her parents told her he was owed, though they, apparently, felt it was unnecessary from their perspective.

Eko had a taste for fine things, things her parents' position could sorely provide. Her quick fingers and sharp tongue won her way into places she had no reason to be and out again with pretty baubles. Or books.

It was the books which made the way for Ryo's departure. Once he was eighteen, and having read certain texts which his sister had mysteriously acquired from the better part of the city, a man came knocking at the Shinta door. Old, wizened, with wisps of white hair scattered across his bald pate, the man gave no name but the Shintas knelt with the deepest respect. He had come, he said, for the boy. When they pushed their second son forward to the man, he curled his lip distastefully and called out for the clever child. Eko ran to the back to fetch out Ryo, who emerged with a small bag of things and a couple of ratty books. The old man smiled, nodded, and they left together.

Eko was not to stay much longer herself. Laundry had no call for her and there was a wide world of things outside to be had, so at sixteen she left the family household and never looked back. The next years on the street were harrowing and difficult, but there were people whom she knew who appreciated other peoples' things as much as she did, and they were willing to look after her good interests to some degree. It was there that she learned the axiom that was to change her life to unlife:

Crime is an art drawn in the most delicate hand.

Eko's life of crime ended abruptly upon her capture in the midst of a daring caper, having broken into a Toreador haven in search of a previously uncatalogued Faberge egg. Facing the inhabitant, the leech was entranced by the gracefulness of Eko's movements and the cunning of her plans, which the vampire had followed for some time and even had commissioned the current theft. Eko's life ended at the age of twenty, but her capabilities were only augmented by her new found existence.

It wasn't until the late 60's that Eko met her brother again. He had been taken to the home of an even older geomancer than the man who'd come to the door seeking him and apprenticed to the wizened elder then and there. And then followed years of back-breaking work and study, during which he learned many arcane secrets. The ultimate secret, of course, was that the old master was older than he appeared and subsisted on the blood of the weak, a life which he was finally ready to initiate the boy-now-man into. Thus did Ryo enter the Chantry of the Tremere.

It didn't take long for Ryo and Eko to learn that cooperation between them both was far more useful than working separately. Ryo's knowledge of the obscenities lurking in the back of the world combined well with Eko's ability to steal the icons of that obscenity. They built a small library of works of occult significance, but were forced to abandon it when the Kuei-Jin influence in San Francisco increased to the point they actively sought the Thaumaturges in the city for destruction.

The pair moved to Houston briefly, finally deciding on their cover story. They would set up a small import/export bookstore/library to cater to their fellow undead occultists, and use it as a front to acquire, study, and sell stolen memorabilia of the dark places of the world. Where better to set up such an enterprise than Atlanta?


Yes, a half-Japanese cripple as a neonate Tremere, and his sneaky, thief-girl sister Toreador. If that doesn't hurt your brain, we just aren't trying hard enough to do psychic damage to you.

But of course, the above begs the question ... why do systems based on MET suck quite as hard as they do? Though the new system where you carry 11 cards (1 - 10, plus an Ace) sounds actually quite usable to me given that I can't exactly throw much except rock. But I digress.

LARP systems are pretty much inherently hard to design. You don't want too much baggage in the way of record-keeping because you end up with folks' hands too full of stuff to actually play. On the other hand, you don't want them to feel like the mechanics don't give a skilled character an advantage over the unskilled, so there needs to be a bit of crunch. But that introduces the issue of power-curve between established and new characters, and few game designers for LARPs have the cojones to introduce a system that deliberately doesn't introduce mechanical character growth.

Oct. 19th, 2006 @ 03:56 am My Little Xenomorph
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kawaii, AAMA1, Draeni, Battlefield 2142, Sins, Operation BSU, cobra, Doc Ock, threat, kej, monkfish, DropTeam, Necron, DoW, 2142, GWIco, Silk Road Online, mutant, blush, World of Warcraft, brimstone, Rx Tentacle, dt, SteelBeasts, angry, archon, Domina, elric, alien, existentional, destroyah, ryu, WoW, Sins of a Solar Empire, godzilla, sb, Killing, Dawn of War, tanker, pink ponies, evilgasm, warning, Auto Assault
Current Location: 30045
Current Mood: amused
Current Music: Nashville Pussy - High As Hell - Wrong Side of a Gun

Alright ...

  1. I'm tempted to try and design this setting.
  2. How come no one ever thought of this as a salable toy for my youth?
May. 26th, 2006 @ 12:39 am Motivations
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Current Location: 30045
Current Mood: mischievous
Current Music: Hamish McDoodle & KickingKelticKaosKrew / Goat Industries / bagpipes from hell
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RPG.Net has a thread with motivational posters with RPG overtones. There are lots of good ones (including a great many about Exalted, of all things, and Wraeththu, a fate no soul should suffer).

But this seemed most apropos for me.

Mar. 12th, 2006 @ 02:54 am Wrestlemania!
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Current Mood: pleased
Current Music: Wet Spots, The - Threeway Rendezvous

Hey there, marks. Everyone who's hung about me for any amount of time knows I have an on-again off-again affair with that great pillar of Southern athletic entertainment, wrestling. (Or "rasslin'" if you live further south than I do in the state.) I have possession of one of the rarest of old-school game designs, the WWF RPG -- and if you don't know what the WWF was, you're not old enough or Southern enough to be reading my blog anyway. Unfortunately, even that venerable game was well short of the requirements of the setting it tried to take on, the complicated, physically demanding spectrum of "sports entertainment."

There's a new contender in the arena, and its entrance, while understated, is attention-garnering. Its Kayfabe! [Cue pyrotechnics.]

Kayfabe is another game design inspired by the Forge side of theory, so it takes a somewhat radical departure from traditional spins on the wrestling model. Traditionally, wrestling has been seen in game terms as a very limited scope wargame. The detail was heaped on the denotation and quantification of the physical abilities of the wrestler himself, with little reference to the outside influential environment of the setting. In the case of wrestling, that elides a massive amount of influence from the characters, like trying to run a supers game without once talking about the act of stopping crime.

Kayfabe departs from this in a markedly significant way: the players are focused on creating a wrestling promotion rather than a single character. That is, the players create four to ten characters each, wrestlers, commentators, managers, valets, referees and the like, and then a significant chunk of their gameplay time is targeting the pre-determination of the actual wrestling matches while putting the mechanics on modeling the influence of characters politically, conflicts between ring-life and real-life, and working out the implications of the pre-scripted results. The open acknowledgment of the unreality of the matches themselves and how that changes the dynamic is the work of a "smart mark," in the terms of the wrestling establishment.

The mechanics themselves are pointed strongly at keeping up with the wrestlers' and the promotions' Heat, the amount of emotionally investment that the public has in the promotion and in the characters. Heat determines an immense number of things in the system, including how much money the promotion has to pay its characters (an issue which has a fair amount of crunch devoted to its depiction as well). The actual play of the matches is almost entirely driven in a narrative style, with the players involved handing off narrative duties when focus changes, and with mechanics available to force a change if there's contention. There's not an immense amount of focus on modeling individual wrestling moves (in fact, there are only two stats remotely involved, Wrestling and Work Rate), but a relatively detailed accounting of how the characters can act to create and raise Heat during the match by succeeding at Move Sets.

The continual reinforcement of the players' attention on the Heat that characters can generate in interviews, promos, and other acts even off the mat really brings home the centrality of the Heat rating to the game. Combined with the narrative wrestling mat events, the game provides a definite change of pace for the wrestling enthusiast or others interested in the Troupe Style play of multiple characters, some of whom will be at odds with others under the same player's control. The separation of the game play into well-defined sections (Writer's Conference, the Locker Room, the Show) along with a formulaic structure of a series (generally eight shows and a PPV, the latter which typically has its matches determined at the beginning of the series so that they can be built up to), mingled with the focus on narrative roleplaying within the framework provides a very unique and desirable system.

Now the bad news. You knew there was going to be some.

The editing is abominable. At least one whole sentence is missing from the bottom of the column on page three, and there are spelling errors that a spell-check pass would have caught. The editing is bad enough to the point I'm tempted to just ask for the source files and offer to do an editing pass for free, just to get a decent book out there. The actual structure of the book is also seriously lacking; its clearly the product of a first-time publisher. Layout, in the graphic sense, is serviceable but several pieces of art are reused and the standard font is too small by a good two points. We won't actually talk about art quality because getting decent art for an RPG is a terrible trial and I don't begrudge anyone getting what they can.

Are the layout, editing, and structure problems significant enough you won't want the book? I don't think so, but I'm an obsessive collector. If I were a newbie to the independent RPG scene, I'd likely hold off until they released one more edition to try and get things cleaned up. If you've dealt with books of this generation before, its nothing you haven't seen before in terms of quality, though the actual binding of the book itself is pretty bad in my copy; I'd put the next batch through Lulu, I think.

Something written by me on RPGs wouldn't be complete without a sample character, though, would it?

Wrestling Name: Venger Mortis
Real Name: Edgar Burroughs

Wrestling: 2
Mic Skills: 4
Work Rate: 4
Clout: 2

Injury: 0 / 0

Heat: 5

Assets:

Aerial Tactician
Fast
Hardcore

Flaws:

Adrenaline Junky
Old School Mentality
Small

Age: 23
Height: 5'4
Weight: 160lb
City of Origin: Atlanta, GA
Face or Heel: Heel

Trademark Moves & Finishers:

Backflip Mule-Kick, Flying Bulldog, Zombie Head-Bite (hangs onto the back of opponent, then flips them over himself to land sitting on them; finisher)

Gimmick:

Venger is the result of clawing his way up out of Hell, which is the only way such a little guy could be tough enough to compete in the big leagues with the big boys. Not particularly muscular, save in a wiry way, Venger seems to get by on pure hatred and a casual disregard for his own safety in high-flying luchador-inspired moves.

Background:

Edgar is a relative newcomer to the wrestling world, but he's taken to the idea of hard work for the adoration and/or despite of the viewing public like a duck to water. While not the best wrestler in the promotion, his skill on the mic bodes well for his future. Combining his love of the high-risk, high-flying, high-speed moves with an absolute real lack of concern for his health means that his matches against bigger wrestlers center on him touching the mat as little as possible, and largely setting the pace for the show, while the audience is enthralled by seeing such a little fellow take down the much bigger behemoths.

Burroughs spends a lot of time with his girlfriend Andi when not working the mat, as well as his brother William, who works as a referee for the federation. Perry Admundson, who wrestles under the moniker "Tempest" in a neighboring promotion, went to wrestling school with Edgar and developed a serious hatred of the young man due to his intuitive wrestling style.

Feb. 2nd, 2006 @ 07:04 am For Great Justice!
About this Entry
kawaii, AAMA1, Draeni, Battlefield 2142, Sins, Operation BSU, cobra, Doc Ock, threat, kej, monkfish, DropTeam, Necron, DoW, 2142, GWIco, Silk Road Online, mutant, blush, World of Warcraft, brimstone, Rx Tentacle, dt, SteelBeasts, angry, archon, Domina, elric, alien, existentional, destroyah, ryu, WoW, Sins of a Solar Empire, godzilla, sb, Killing, Dawn of War, tanker, pink ponies, evilgasm, warning, Auto Assault
Current Mood: thoughtful
Current Music: Momus - Lolitapop Dollhouse

I've finished reading With Great Power this morning, and I'm letting my subconscious chew over the structure and implications, but I have some preliminary thoughts:

  • The setup with the deep-reaching framing provided by the script/pencil/ink cycle, which represents the randomness-before method I've discussed in my game design rants before is interesting, but wears after a while. I understand wholly why they focus so intently on it, but the endless repetition gets to me quickly. I'm just that way.
  • The dynamicism of characters is intriguing, and the set-your-own traits underpinning along with the highly structured implications in terms of story to the changes in a given trait really gets to the heart of depicting some very deep structure to the melodrama of comic book stories, and by extension, heroic stories in general. You don't see this kind of integration between story aims and mechanics in a lot of game designs, and fewer yet successfully. And in that vein ...
  • The Story Arc concept, where the players can gain mechanical benefit for their heroic characters incrementally by yielding conflicts to the villains feeds right into the above cycle. The heroes start out getting their desired gains stymied by the villains, incrementally increasing the danger for the things they care about, while setting the villain up to have a harder time succeeding later in the story. This mechanizes the plot curve brilliantly.
  • I'm not really thrilled by hands of cards. I'm less thrilled by knowing if I GM, I'll be juggling hands of 19+ cards at a given time. If you've played ... well, pretty much any card game with me, you know I'm not thrilled by anything more than five, and even then, its awkward.

Final analysis: I love the game. I love the design. But its a design and structure that I'll never run, and am immensely unlikely to play. This is redoubled by the fact that, for the most part, Capes does everything With Great Power does with less brittle structure and physical mechanics I find a lot more to my taste. That's the way game design and engineering goes sometimes; there can be good designs, great designs, that for whatever reason doesn't resonate or gel with a gamer. This doesn't make them bad designs or bad games.

If only the folks at the Forge could figure that out.