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
Apr. 11th, 2008 @ 06:35 am Dungeons and Douchebags: The Beginning
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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, Rx Tentacle, brimstone, SteelBeasts, dt, angry, archon, Domina, alien, elric, existentional, destroyah, ryu, WoW, Sins of a Solar Empire, godzilla, sb, Killing, Dawn of War, tanker, pink ponies, evilgasm, warning, Auto Assault
Current Mood: accomplished
I'd like to take this very pleasurable moment to introduce the results of 5 days of rigorous research and work. I bring to you:

Dungeons & Douchebags

Within, you'll find all the secrets of the world of the Vast, including both the Tongues Moves Through Your Cleavite Like Water Prana and how to have Glittering Gemstones in even the most tasteful Dungeon. We do it all!

When confronted with this burgeoning masterpiece, DB1, proprietor of Hot Chicks With Douchebags, had this to say:

That is very bizarre and somewhat genius, good luck with it-
-DB1

High praise from a master himself!

Grab a SlideShare account for nothin' and download the full PDF of Dung&Dou for the low low price of ... nothin'!

Note that this is a prototype edition without art and very likely will require some tweaking to the Coin economy. Satisfaction not guaranteed but very much relished. Your milage may vary.
Jan. 23rd, 2008 @ 07:53 am Fringeworthy and Unworthiness
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Current Mood: contemplative
Current Music: Within Temptation - Memories - Memories (single version) (Squid's Redoubt)

I just finished reading the 1993 reprinting of the 1987 game, Fringeworthy (hereafter FW).

I’m reminded why that I’m so deeply and abidingly glad that the design of games has changed so radically in the last twenty years, and simultaneously reminded why my friend [info]maliszew’s near-obsession with the structure and feel of late ‘80’s games leaves me wholly cold.

Conceptually, FW is awesome. You probably know it better as Stargate SG-1 since 80% of the underlying concepts that went into the latter originated in FW. So much so that I’m absolutely shocked there hasn’t been any subsequent suits and huge settlements for ripping the idea off wholesale, but I digress. In FW, the world has discovered a set of huge, hovering rings that lead to a network of pathways between worlds. Only 1 in 100k can actually use these gates, so the UN administers the exploration of this new resource. Some gates open to planetary locations, some to alternate Earths (in fact, a massive, endless array of them), some to places in the solar system, some directly to other star systems. Humanity goes in, runs into aliens, finds some cooperative, others less so, and a Big Bad.

All pretty straightforward, right? I could run something based on the underlying idea in an endless parade of fun.

Then there’s the rest of the book. Remember, Tri Tac, ‘93. Ten pages of detailed, small-print human form location tables down to “front of spleen” or “5th metacarpal.” Fifteen of complicated strangely interwoven skill system, to the point of “Solar Powered Electronics” is on par with “Xenobiology.” Fifteen on randomly generating a new planet to be discovered, which is unlikely to really even be human habitable. Don’t forget the inevitable d100[1].

Could I run this? Not on your stinkin’ life. Which is pretty exemplar of the games of the era, a number of which I own in my extensive historical library.

I occasionally wonder if there’d be any money in picking up a license for some of these older properties and retrofitting a new system on the old setting info and feel. Some kind of stripped-down Fudge system would do just fine for the more mechanical systems, or maybe even just a description of common themes and means for dealing with characters in Primetime Adventures or Capes[2] . This would be impossible, since such licenses are always overpriced and would undersell, but … A man needs dreams.

Traveller done up as a Universalis plug-in and seed set amuses me so, though.


  1. A review of the Fringeworthy 10th edition says it all:

    And then there’s the combat system. I’m not even going to try to describe it—you won’t believe me. To make a long story short, it makes even Rolemaster seem fast and simple by comparison. Those who want the details anyway are hereby referred to Michael Richter’s review of FTL:2448.

    In summary, this system is misbegotten all the way. Whether in or out of combat, the players and GM will be constantly flipping to different sections of the book just to find the information they need to do something. When they’re not doing that, it’ll be because they’re still trying to figure it out in the first place. Very bad for a game that has supposedly undergone ten years of playtesting.

  2. Pretty much my core workhorse games now in many ways. PTA gives you a truly stripped-back character descriptor and conflict system, Capes gives you the GMless and conflict-focus for other things.

Jan. 22nd, 2008 @ 05:44 am The UnSpeakable Tengen Toppa Gurren Lagann
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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, Rx Tentacle, brimstone, SteelBeasts, dt, angry, archon, Domina, alien, elric, 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: Trace Adkins - Big Time - Big Time (Squid's Redoubt)

It says something about me that in my travels around the Net, I managed to find an RPG inspired by Gurren Lagann. Not only that, but the mechanics are rooted in InSpectres, possibly the best of the supernatural horror / reality show hybrid RPGs ever written.

OK, the only one. But you get the idea.

I almost want to run it. Almost. But then again, I kind of want to run a Bliss Stage inspired by a mix of Gundam and Grey Ranks focusing on the inevitable horror, suffering, misery, and just plain damn coolness of giant robots in war.

So many things I want to do, so few people nearby to do them.

But I’m sure [info]__oni_no_kaze__ will be amused at the Gurren Lagann RPG and introduce his Navy buddies to it forthwith.

Feb. 1st, 2007 @ 08:40 am Primetime Heroes
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Current Mood: creative
Current Music: Demented Are Go - What's The Problem (Squid's Redoubt)

Well ... Hell. If I have to be awake during the time the evil daystar is up, and I'm going to be up before it's up, I might as well use the time to do something creative.

This morning's project:

Convert Heroes into Primetime Adventures.


Heroes

Premise: A seemingly random selection of average people receive superpowers.

Season Length: 9 episodes.

Setting Conventions: Prime-time TV, with all the FCC regulation that entails, but a liberal hand with some gore.

Tone: Fairly serious, with issues of drug abuse, criminal operations, and child abandonment up-front.

The Cast

Isaac Mendez

Paints the Future, Heroin Addict, Simone Deveaux (love-triangle love interest)

Issue: Addiction (Heroin). Isaac believes he can only paint the future while high. He'd like to get clean, but feels like he's part of something bigger now.

Personal Set: Isaac's Loft Painting Studio

Hiro Nakamura

Bends Time and Space, Ando Masahashi (Japanese sariman sidekick and sane-person), Charlie Andrews (dead love-interest, brain-scooped by Sylar)

Issue: Heroism. Hiro really wants to be the comic ideal of the superhero. Unfortunately, the grit of reality keeps getting in the way.

Claire Bennet

Ultra-Healing, Ben (confidant and friend, AV geek), Mr Bennet (adoptive father and secretly involved in an organization devoted to mysterious ends)

Issue: Self-Worth. Claire fears that if people find out she's "different," they'll think she's a freak.

Personal Set: The High School.

Nathan Petrelli

Supersonic Flight, Politician, Linderman (crime boss)

Issue: Denial. Nathan is totally devoted to denying that he's different or heroic in any way.

Peter Petrelli

Power Sponge, Nurse, Simone Deveaux (love-triangle love interest)

Issue: Meaning. Peter wants to be more than just the "little brother" of the Mayor or Governor, he wants to do something important.

Niki Sanders

Superhuman Strength, Micah Sanders (Niki's son), "Jessica" (Niki's alter-ego, the more violent and vicious of the two)

Issue: Atonement. Niki's trying to make up for being a bad mother in her mind, trying to give Micah a decent life, and trying to deal with a sociopath in her head.

DL Sanders

Matter-Phasing, Criminal, Micah Sanders (son)

Issue: Atonement. DL wants to make it up to Micah that he got arrested and "disapeared" into the federal prison system.

Micah Sanders

Technopathy, Niki Sanders (mother), DL Hawkins (father)

Issue: Self-Worth. Micah's not exactly sure what he contributes to his life yet; he's just a kid. What next?

Matt Parkman

Telepathy, Cop, Audrey Hanson (FBI agent and sometime partner)

Issue: Self-Worth. Is he crazy? Is he useful? Is he, like Peter Parker before him, simply the universe's butt-boy?

Nemises

Mr Bennet

Secret Operative, Claire Bennet (daughter), Linderman (crime boss)

Syler

Telekinesis, Power Absorbtion, Mr Bennet (captor)


Mind you, this setup would make it disturbingly easy to do up a Heroes: East Coast or Heroes: Tokyo game of your own. The issues pretty much make the game drive itself, most of the time.

Just to throw some more stuff in the pool, here's a This Present Darkness-inspired set of Heroes.

"Reese"

Inhuman Gun-Skills, Doctor, John Q Public (personal nemesis)

Issue: Anger. Reese is trying to get revenge for all the abused women she's treated as a doctor over the years.

Personal Set: The ER where she works.

Alex Voynich

Blasphemous Transformation, Mythos Occultist, Haley Savage (Doc Savage's great-granddaughter, expert on ancient ruins, and annoying kid-sister)

Issue: Quest. Alex is looking for a secret method of removing his occult curse.

Personal Set: Any ancient occult ruin, anywhere.

Eric Thompson

Alien Physiology, Computer Programmer, John Doughman (imprisoned rogue superscientist)

Issue: Denial. Eric wants nothing more than to live a normal life.

Jan. 28th, 2007 @ 09:21 am Jason "Mullet Man" Mullins
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Current Mood: productive
Current Music: Justin Timberlake - Sexyback (Squid's Redoubt)
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You can blame xxstitchdollyxxShe That Is Wicked for this one; I take no real responsibility.


Name

Jason Mullins
Mullet Man

Powers

Styles

Attitudes

5 Medusa Mullet (P) 1 Southern Gentleman 3 Drunk
2 Racin' (P) 2 Redneck (P) 1 Generous
3 Wrasslin' (P) 3 Simple Solutions (P) 2 Oblivious
1 Uncuttable Hair (P) 4 "Hands off the hair!"
4 Superspeed (P)

Drives

1 Justice 1 Truth 1 Love
4 Hope 2 Duty

Background

Jason Mullins was just a normal, everyday redneck, living in a trailer-home in rural north Georgia, drinking entirely too much Pabst Blue Ribbon and watching NASCAR whenever he could catch the time between working hard for his uncle's house framing company.

But that was before the rock fell.

Jason was the first on the crash site of the supposed "meteor," and so it was only he who saw the Grey crawl from the wreckage. Being a hospitable sort, Jason helped the dying creature free of the crater and, in gratitude, the alien creature passed it's life-force into the stunned good ol' boy. That power was somewhat incompatible with the human biology, however, in that Greys simply don't have hair. Instead, Jason's hair took on the powers of a Grey's intestinal cillia, becoming highly extensible, flexible, and able to act as additional grasping limbs. In addition, Jason's natural knowledges and abilities were magnified. He became a better race driver than Dale Ernheart (may he rest in peace), a better wrestler than the Undertaker, and the fastest redneck alive!

Jason was never the brightest bulb in the chandelier, but his simple-man ways and honest belief that life can be better for everyone if "we just sit right down and have a beer together" makes him one of the most hopeful and comfortable hypermen for the common man to sit down with.

When "in costume," Mullet Man wears a worn brown duster over a white strappy t-shirt, worn blue jeans, and worn brown boots. Embroidered on the back of the duster is a glow-in-the-dark stylized Grey head which is typically half covered by his mullet.

Jan. 18th, 2007 @ 07:51 am The Doom That Came to Sarnath
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Current Mood: creative
Current Music: Lordi - Bringing Back The Balls To Rock (Squid's Redoubt)

Despite the name of the post, this is not a recitation of one of Lovecraft's best surrealist short poems.

No, it's just an odd meta-mechanic that I thought of for giving RPGs a certain taint of old Viking mythologizing. All too often, we forget that most of the really good stories put an expiration date right up front on the protagonist's head, not in numbers so much as in circumstances. We know they'll go down fighting, or murdered, or die of old age in bed, or wander off into the endless sea. It's shown us, up front. And then, later in the story, circumstances start aligning and the reader tenses, wondering, "is this it?" but it's just foreshadowing and the disaster narrowly averted, we go on, reminded of where the road ends. And, finally, satisfied at the end, destiny is revealed and we close the book, nodding.

Not perfect for every story, of course, but good fun on occasion, and not just in high tales of fantasy, but other genres as well. The grizzled veteran of the previous war who mentors one of our heroes who we know will die in the first reel to motivate the youngster, the bitter killer who goes on "one last mission" you know will be the death of him, or the cheerful and fearless kid who we can tell will end the story with his illusions shattered and his dreams burned even as he walks into the mists of obscurity, all are iconic images that the promise of can drive the story forward.

To that end:

The Doom Game

During character generation, in addition to normal chargen, you need to describe three Scenes in which your character plays a pivotal part:

Initiation

What things are present when the character is pulled into the whirlwind of events? What's going on? At the end of the Scene, how is their mind made up about the course to take?

Conflict

Pick an event during the course of the pursuit to come. You don't have to know what you're actually accomplishing, just a Scene during it. Where is it? What are you doing? What things are around? What thing hinges here that pushes you on toward the end?

Death

You are going to die. How does it happen? Who's in attendance? What are the Props, the Location, the Characters in motion? How do you go out, like a punk or a hero, or something darker?

The Scenes take place in the order defined and if more than one of the Players' Characters arrange to have the same Location for one of their Doom Scenes, all the better, though even if they do they might turn out not to be simultaneous.

For every aspect of your next Doom that you introduce during a Scene, you get one of whatever currency that your game uses for authorial control (unless playing Universalis, see below). For Wushu, that would be Chi, for Donjon, a generic Token that can be traded in for a success, for Capes, a Story Token, etc. If, at the end of that Scene, your Doom hasn't come to pass (the Doom Scene didn't come to pass, etc), take an additional Token. If you resolve your Doom Scene, moving toward your death, the other Players can elect to give you one or more of their unspent Tokens as fan mail.

Why would you want to move toward your death, you might ask? Because resolving your Doomed Death results in being given broad authorial control without risk of interruption or contravention about the Scene and events which cascade from it, to the extent of expense. Any and all Tokens you have left can be spent to dictate the eventual results. Want your grandson to sit on the throne of Caldenoia, musing about his grandfather's tragic loss? Done. Want your homeland ravaged by blood-orcs after your fall from your horse? Sure. As long as you have the Tokens to pay for the facts you narrate (roughly one Token per fact, in most systems), you are the Writer for the repercussions of your fall.

Obviously, this works best in games which already have a strong streak of Narrativist engineering going in, but there's no reason you couldn't use it with straight-up D&D as well as anything.

Universalis has a different spin on this, since aside from the time-disjoint, it's very much business as usual for the game:

Rules Gimmick: Doom Scenes

Important characters can have a Doom Scene Component created and attached for 1 Coin which gets a Trait of Initiatory, Conflict, or Death for free. DSC's can (and, in fact, must) have Traits attached which represent Characters, Props, or Locations involved in that Doom Scene. DSC's can be added to just as any other Component, and the connections to a DSC act bi-directionally, increasing the Importance of the person, place, or thing so mentioned and making it harder to remove from the story until the DSC. Further, presence attached to a DSC is a fact which counters bids that would make an attached Component inaccessible.

When a DSC resolves, the controller of the character so resolved receives the Importance in Coins as a bonus.

Why aren't Doom Scenes introduced as every Scene? A Doom Scene can only be invoked for it's bonus once in a number of Scenes equal to twice the Players. Three player Capes game? Each Player gets to call on Doom Scene bonii once every six Scenes. D&D game have four Players and a GM? Once every eight Scenes. And so on.

I was indirectly inspired by an indy RPG called Wyrd, which has some brilliant doom-and-dire-based-mechanics (which I cannot find anywhere hide-nor-hair, so if anyone knows Scott Knipe, tell him to find publication or look me up; we can work something out), as well as ongoing thinking about Elric, Conan, and their space-driven cousins, the Metabarons. Plus, you know, the Eddas and other lovely, uplifting stories of onrushing death.

Nov. 22nd, 2006 @ 03:19 pm The Disruptive
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Current Mood: groggy
Tags: , ,

Interesting post in my Roleplaying For Dummies Yahoo Group today:

How patient would you be with a player that doesn't seem to grasp the
mechanics of a system in a role playing game?

Full Post Within )</u></font></a></span>

Yes, I had some thoughts:

Well, there's a difference between this:

How patient would you be with a player that doesn't seem to grasp the
mechanics of a system in a role playing game?

And this:

Quite honestly, I believe the problem was this girl was more familiar
with Kindred the Embraced than she was with Vampire the Masquerade.

The first is a question of mechanical resolution, which, if you were using the Storyteller d10 system, while not the most complicated system on Earth, is in places counter-intuitive, and the latter which is a much more damning problem of thinking Nosferatu just aren't that much more unattractive than bald, pale guys and that the operation of a Vampiric city generally involved posing on rooftops at night looking both pretty and like Heathcliff ... Well, that's an issue.

I can deal with folks who have trouble with systemic operations. It helps vastly that my choice of systems is generally so far down on the complexity scale that one would have to be an absolute imbecile not to have the core resolution operation well in hand. Someone can be forgiven for asking, "Say, what's the stat adds for a Rotschreck test again?" but it's harder to justify "Say, what Trait do I roll in combat, again?" when there's only three or four Traits on the sheet and one of them is "Kill Things With Great Efficiency." So, there's that.

If she doesn't understand the setting assumptions, though, that's a bigger problem, and it can spur from a couple of places. You might have drifted off "canon" in some ways without noticing it, and she's actually closer to the text than you are, even if you have a perfectly functioning game. You may simply have a different understanding of a multiply-perceptible setting issue (something that happens all the time in White Wolf properties because of their obsession with multi-viewpoint metaplots; they've become better about that). Or, she might just legitimately be a goon-head that needs a beating with the hardback leather-bound VtM release until she starts bruising in the shape of the Clan insignia.

If someone's breaking the dynamic for the players in any setup, for any reason, you effectively have two responses:

  • Re-educate them, with a hammer or a soft word, your call.
  • Remove them. Usually with a hammer.

Feelings don't really come into it. If you think she can be an overall positive addition to the group, and you think investment of time and effort is going to pay off more than you invest, re-educate. Otherwise, why jeopardize the dynamic of a functioning group?

And all that's true, as far as it goes, but there's another facet that's important, especially for online games.

The system you pick has to be simple enough that at any given decision point, it would be fast and easy to do what you want to do in the system, resolution-wise. That might be through extensive, well-indexed tables and charts being available online for your game ("OK, Frenzy, Rotschreck ... ah ha!") or because the system itself is simple and direct ("I have Good Self-Control, bumped down to Fair because of all the blood around, and I roll my 4dF ... Crap, Terrible! I Frenzy!"). If one or the other of those things are not true, then the game has a built-in explosive device that will take out the whole thing, if not today, tomorrow.

Oh, yes, the third option is to have no system at all. While a lot of "forum and chat-based RPG games" take that option, I find it's just about like combining the no system references and a complicated system in one place. You can make it work, but you're surfing on an explosive device that doesn't like you.

Nov. 22nd, 2006 @ 05:59 am Thing For Christmas #7885456
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Current Mood: groggy
Current Music: Weird Al Yankovic - Trapped In The Drive-Thru (Squid's Redoubt)

On the "things you might buy Alex for Christmas" list is ...

A HARDBACK RULESBOOK WITH THE FIRST EDITION COVER

This hardback edition commemorates the twenty-fifth anniversary of the release of Call of Cthulhu, sporting the cover illustration and a design evoking the look and tone of the first edition of the game. The interior is identical to the standard edition of the game available in game and book stores. The image below shows the front and back covers, plus the spine.

Am I likely to run it? Absolutely not; I cab't deal with the good ol' CoC percentile mechanic at this point in my life. Far too fiddly and crunchy for the setting, in my opinion.

But I have a copy of 1st ed Call of Cthulhu. It was the first RPG I ever ran on a consistent basis or, for that matter, at all, now that I think about it. It set the tone for a lot of my thinking (pro and con) about system and, in fact, game design. Plus, it's Chaosium, and they deserve more money for CoC purely for keeping it alive and prolific lo these many years.

One of these days I should really make a Cthulhu Conversion for one of my more favoured systems. But for now ... it's the 25th anniversary.

Nov. 20th, 2006 @ 05:07 pm Characterized
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Current Mood: blah
Current Music: SINTZ - O Fortuna (Nebulas) (Squid's Redoubt)
Tags: , ,
You scored as Character Player. The Character Player enjoys creating in-depth characters with distinct and rich personalities. He identifies closely with his characters, feeling detached from the game if he doesn't. He takes creative pride in exploring different characters, often making each new one radically different than others he's played. The Character Player bases his decisions on his character's psychology first and foremost. He may view rules as a necessary evil at best, preferring sessions in which the dice never come out of their bags. For the Character Player, the greatest reward comes from experiencing the game from the emotional perspective of an interesting character.

Character Player

80%

Storyteller

75%

Tactician

60%

Weekend Warrior

55%

Power Gamer

40%

Specialist

30%

Casual Gamer

20%

What RPG Player (Not Character) Type Are You?
created with QuizFarm.com

Well, I'm not sure it's fair to say I see the rules as a "necessary evil," given my obsession with discovering unified mechanical systems that hang together under stress, but ...

The one thing that threw me about this one was that I've been in the rarified air of game theoretic analysis so long I just couldn't decide what they meant by "realistic." "Conformant to reality as we know it" is the least useful definition I can think of; replace reality there with "genre expectation" or "shared spotlight" or any hundred other things and the question remains.

Nov. 15th, 2006 @ 05:59 am Vampirism in Atlanta, Pt III
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Current Mood: thoughtful
Current Music: Def Leppard - Love Bites (Squid's Redoubt)
Tags: , , ,

What, you thought you'd get out of here without a Capes version?

Name: Ryo Shinta
Sorcerous Vampire

Abilities

Styles

Attitudes

Lure of Flames (5) Detonations! (3) Ironic (1)
Arcane Lore (4) Asian Occult (1) Bitter (3)
Inhuman Speed (1) "This problem? You need enough dynamite to cure AIDS." (2) Cynical (4)
Resilience of Dead Flesh (2) Disappointed (2)
Mental Focus (3)

Drives: Obsession 1, Truth 4, Power 2, Justice 1, Duty 1

The interesting thing about trying to do White Wolf-esque vampires in Capes is just how hard it is. There are a lot of little fiddly bits that the WW systems have embedded as assumptions that you have to pare down to just essentials when you make the transition. "Is the character's struggle against the Beast important? How about their secondary and tertiary Disciplines? What do they care about enough to be Styles?" Tough stuff.

In a way, a Wushu conversion is easier because it pares things right down to a few core images and abilities and a weakness. That's it. Twelve things? Far harder, because it's both more and less detailed. A lot of things fit into Wushu Traits while Capes is a lot more circumscribed as to what makes a difference in a Scene, mechanically.

Nov. 14th, 2006 @ 07:15 am Vampirism in Atlanta, Pt II
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Well, yes, AIT's system bites the wax tadpole. So, what other options are there?

Oh, c'mon, you just asked me for different system options! Are you crazy?

Let's start with Wushu, since it's the easiest system to design in, bar none.

Ryo Shinta
Occult Librarian (4), Vampire: Mental (3), Geomancy: Lure of Flames (5), Traditional Vampiric Weaknesses: Can't cross running water, stakes put them in torpor, vulnerable to fire and holy might, etc. (1)

Occult Librarian represents all the things the bookish occultist might need, including contacts for books, knowledge of obscure magical beasts and a certain amount of income from their licit or illicit trade.

Vampire: Mental gives one the general abilities of the vampire (strength, speed, etc) with a focus on the mental powers of such beasts, including entrancement, knowledge of more obscure things that they, in fact, lived through, inhuman ruthlessness, etc.

Geomancy: Lure of Flames is the particular field of sorcerous knowledge that Ryo has specialized in. The applications range from lighting a match with a fingertip to conjuring massive sheaths of fire which burn nothing of him.

Traditional Vampiric Weaknesses neatly packages up all the useful means for finding and tracking vampires. Whenever trying to oppose one of them or if one is brought to bear against him, the relevant Traits becomes 1.

And there you go; not only is the system itself more succinct, but its immensely more flexible for casting off all the burdensome crap that bogs larger systems down. Coupled with Wushu's "whatever you say goes" attitude toward Player power, you can have characters which do all the cool, big things of the most cinematic of the vampire stories and still be useful.

Example Conflict:

Ryo is surrounded by a group of cops who've stumbled into his feeding, after being on the run from the city's Scourge after a minor misunderstanding. The GM decides they represent a group of 8 point mooks; hardly a significant threat, more an excuse to show off.

"Ryo strikes a pose, fingers hooked and fangs bared (*), forcing the cops back a step, paling almost as white as his dead skin (*). With a sudden shout of power, his entire body bursts into a pillar of spinning blue flame (*), and he leaps toward the cops, arms spread, as if to embrace them (*). Two of the poor men stumble backwards over their own feet and start screaming (*), pissing their pants in terror (*)."

That's 6d total for this exchange. Ryo's player puts one die in Yin, trusting to his joss to succeed, and the other four in Yang for the attack. The GM decides that the bulk of the effect is sorcerous so the target number to roll at or under is 5. The Yin die succeeds, so the mooks don't take a point of Chi, and the five Yang dice come up with four successes. Looks like another round of conflict and the cops'll be taken care of.

Later Ryo and his Coterie stumble over a haunted house, filled with the screaming souls of hatred sneaking through a rift from the Underworld. Naturally, Ryo'd like to get a handle on this phenomenon.

"Flipping through an ancient text called 'Flesh-Renders Bite The Thumb' (*) and which is well-known in the occult circles for its findings in this matter (*), he finds a section on the social order of the Underworld (*), illustrated by strange diagrams which appear to be sketched in human blood (*)."

Since things aren't hugely stressed yet, Ryo's player only generates 4d for the check, planning to use it for dice in a pool to call up later. As it's entirely in the domain of the occult librarian, his target's 4. Two successes get banked from the research for him to pull up later in a tight spot.

To use Wushu as the core in a LARP, you'd really need a different system than d6 to convey the random vector. A 36 card deck made up of the numbers 1 - 6 repeated 6 times would probably be random enough to do. Shuffle, cut, and draw a card off for every detail of your embellishment during one turn of the Scene. Mooks get no cards, just are assumed that they do one success in damage every turn that needs to be defended. Burning a point of Chi lets you ignore one success of a test. Run out of Chi, and you go down (out of the Scene) when another test goes against you. Rebuild Chi by one point every Scene / an hour. Start with three Chi.

Ta da! Next, I'll have to go through a different system.

Oct. 30th, 2006 @ 07:12 am Shock to the System
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Acquisition of the moment: Shock: Social Science Fiction

It looks like the big movement in gaming for the last mini-cycle of independent RPG releases has been an increased emphasis on "setting as mechanic," or the idea that the setting may be malleable but it's just as important to describe mechanically as any character, as it's just as important. This is not a bad thing if you're talking about the experience of play, since it means that the environment is just as mechanically described as anything and, as a result, the mechanisms for more things than just how you kill or screw a target get considerable page-count, and as we all know, you can write all the impassioned defenses of your game being about the subtle interplay between horror and eroticism you like, but if 64 of the 96 pages are about how to stick a knife in something before you fuck the hole, then that's what the game's about.

Shock is not about that. (That'd be FATAL, if we're being picky.)

No, Shock is about something a little more subtle than that. Shock appears to be a game in which someone said, "Hey, you know, the whole cyberpunk genre is about the collision between the social fabric and the ability to edit the Self, and a lot of good SF is really all about the conflict between the known and the expected, so let's generalize that." While 2nd/3rd generation RPG design was about generalizing the resolution mechanic across intentional models, this goes a step more abstracted and generalizes the question of what the essential tensions of the setting are and how they interact through the medium of the characters.

You might be getting the feeling that this is pretty heady stuff. You'd be right. If it's any consolation, the cover (and the website) are a sort of bright, cheery orange.

The problem with games that make the construction of the shared world one of the features of the mechanics is that it makes it damned near impossible to talk about in anything but the most abstract terms, unless you reify the experience into a simulated one, which leads to making the usual kind of category errors one makes when trying to pretend to be other people. It's hard. And not only that, it never sounds quite right.

Nevertheless, the quick run-down goes like this:

  • Figure out what kind of game you're going to play.

Basic things. Era, general technology, etc. You want an ultra-far future dystopian nightmare in Space? You'd be playing Chronicles of Riddick, but you'd be playing a perfect setting appropriate for Shock. (In fact, it's so perfect we'll just use the Riddickverse as our play example.) Want 19th century steampunk? No problem. Just agree up front.

  • Decide how long the story should be.

One-shot session or multi-session extended bit? You need to know this to set the number of Credits the Antagonist characters get, and since once your Antagonist is under 5 Credits they start going for the jugular on resolving your Story Goal, well ... There y'go.

This is where Shock goes off the map and into the setting-design mechanics for the social group.

The Grid is made up of Social Issues down the left and Shocks along the top. Issues are things that the group wants to deal with, behind, around, or on top of. Things like "slavery" or "corporate ownership of ideas" or "liberal group-think" or what-not. Shocks are pretty easily summed up as "how the setting differs from our universe." Aliens invading? Shock. Mind-transfers? Shock. Cybernetic enhancements? Shock. They're the "science fiction" part of the setting. Each Issue and each Shock has someone that "owns" it and essentially gets to have final say about the details of that thing in a general way if it comes up during play.

Somewhat implicitly, you need to have a number of Issues times the number of Shocks greater than the number of players because the actual Protagonists exist on the intersection of Issues and Shocks on the Grid. The text says that you can either have final say on an Issue/Shock or a Protagonist that confronts it, but that seems kind of impossible unless you want a different Shock for every player at the table, and that starts getting into a little too much shock for some kinds of setting. Worth keeping in mind, however.

So, for the Riddickverse, we might have:

Issues/Shocks Necromongers Bio-modification
Mega-corporate power Toombs
Criminal Undergrounds Kyra Riddick
Religious Domination Vaako

Which sets us up nicely for an easy four player game. Where are the other major players? Antagonists. But we'll get there.

  • Define your Praxis.

The whazzat? The Praxis are the at-odds ways that characters deal with the universe. They're, at heart, not necessarily what the events are about but they are what the characters tend to be about and set up a lot of the central decision conflicts. You get two opposed Praxis that the table has to agree on.

Examples, man, examples!

Sticking with our example setting:

  • Violence vs Negotiation
  • Subversion vs Rebellion

The Praxis define the ways in which characters can react to conflicts. By defining your Praxis interestingly up front, you can define a lot of what the dynamic will be about.

  • Create your Protagonist.

The part everyone has been waiting for, though, frankly, after having defined so much of the world, it's not really that huge a deal. By this point, you know what their hinge issues are likely going to be and you've got a pretty good idea where you're going.

Creating a Protag basically just means deciding what their ratings on the Praxis are (the Fulcrums, or how much they favour one side or another in terms of solving problems, and creating Features and Links. Features define how many dice you roll in conflicts and pretty much define things about the character. Links are things that the character's connected to, but as importantly things they can imperil or threaten in exchange for a re-roll on a challenge test.

So, continuing with Riddick:

3

Violence

3

Subversion

7

Negotiation

Rebellion

Features: Shined Eyes, Unmatched Agility

Links: His Freedom

Story Goal: Shake the Law

Which means he's heavily biased toward violence, pretty heavily pushed toward rebellion and has 3 Features (and thus, rolls 3 dice). The text suggests only defining two Features and one Link at the start of play and pick one more soon after play starts. I think that's good suggesting.

(Of course, we know that Riddick accomplishes his Goal, but only after blowing enough things that he has to essentially give up his freedom to make it happen. Such is the fate of the tragic protagonist.)

  • Create the Antagonist.

Big hook here? You don't create your Antagonist, the person on your left does. You get to name them but the person on your left sets their Praxis and defines their Features, though generally informed about what you've said you'd like to face. And the person on your left plays your Antagonist, reminiscent of the Shadow rules in Wraith.

Riddick's Antagonist might be the Lord Marshal, but it certainly would be more interesting to define it as the Necromongers as an entire group. Nothing keeps one from doing so, and thus the Lord Marshal and the Necromonger fleets could just be story elaboration (or Minutae, which are just game-mechanic created bits of info about the greater setting or Shocks). Vaako's Antagonist is clearly Dame Vaako, the conniving bitch.

Antagonists get Credits with which to buy dice during conflicts, so they don't get Links. They do have Features.

And that's pretty much it. You have a Grid, you have the Praxis Scales, you have a Protagonist and Antagonist (abbreviated to *Tagonist in the text, much to my amusement), and you're in.

Conflict resolution? Oh, yes, I suppose it needs to be discussed.

Conflict resolution in Shock is built on the double-active intent-declaration model. That is, it's not a to-and-fro action-declaration system, ie. "I hit him," but rather the player declares the intent of the entire confrontation up front ("I want to humiliate Lord Vaako in public" or "I want to kill the entire mercenary group") and then it's resolved. Both characters (usually Protag and Antag) declare active intents, and it's textually limited that both have to be possible outcomes, or neither, or one and not the other; declared intents cannot directly conflict. Likewise, it's limited that the intents cannot resolve the Story Goal of the Protag until and unless the Antag has 5 Credits or fewer ... in which case they have to try and resolve the Story Goal.

In the scene where Riddick faces the Lord Marshal in combat, his intent may very well have been "I want to revenge Kyra on the Necromongers" and the Necromongers' intent could well be "Riddick should be under our control." And in the ensuing dice nightmare, both win.

Once declared, you pick up a number of dice equal to either your Features or the Credits you (as Antag) want to spend, divided between d10's and d4's. d10's are your active boost to yourself, d4's modify your opponent's roll. Decide which Praxis Scale value you're trying to aim for (violence versus negotiation) and try to roll over your fulcrum for that Praxis if it's on top, under if it's on bottom. And if it's equal to the fulcrum? The stakes escalate, becoming more important or more intense. A mild beat-down might go to maiming, or murder. Public humiliation might lead to long-term social scorn, etc. The volume goes up. Reroll your d10s and the opponent's d4s.

Lose the conflict? Gain a Feature from it, which adds to the dice you'll roll next time. Not involved in the conflict? you can toss a d4 at either side for the cost of creating Minutae which bear on the current conflict ("The Lord Marshal can warp time in his passage") or call on one already established ("Riddick's a disgustingly able knife-fighter"). Lose and really didn't want to? Call on your Link and get a total re-roll -- at the cost of transforming your Link if the roll goes sour. Risked your Faith in God on that? Maybe you're an atheist, or you decided another deity was for you, or the loss was too much to take and you become a hyper-fundamentalist just looking for a bomb-belt to strap on to prove yourself.

And that's it. No detailed damage charts, no hundred pages of left-handed earspoons or grain-to-cartridge-to-stopping-power lists. The text is spent on focusing on the issues and pillars of the experience, on shaping the tone and intent of the play to a desired end.

As is stated at the beginning, there are only two static situations in Shock play. The first is at the beginning of the game, which the Antagonist immediately pushes the Protagonist out of (the ship is boarded, aliens invade, your wife is disappointed with your political acumen), and the other is at the very end with the Story Goal staring you in the face. Everything else has to be dynamic, has to have intents driving the situation to be something different. Intents are never defensive, they're always active, never "I dodge his fire" but "I leave this part of the city" with all that entails.

It's a good dynamic.

Final rating: A+ (the layout and typography were fantastic)

Oct. 26th, 2006 @ 05:16 am Visionaries, Knights of Magical Might
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I get the damned oddest spam.

Universal Psychic Guild is a world wide organization devoted to making
your life happier and more successful. "Voted the Number 1 Psychic
web site in the world" The Universal Psychic Guild's guarantee: If
you are not happy with your psychic reading, if you did not receive
accurate answers, if you did not receive an answer to any of your
questions, we will give you your money back as well as a FREE psychic
reading. That's right your money back PLUS a FREE psychic reading.
Try our online Psychic Reading now at
http://www.psychicguild.com/readings_email.php

OK, so ... you want me to contact an entire guild of professional psychics (possibly led by the Soverign, David Bowie), and if I'm not happy with the answers I get, you'll give me my money back plus a free psychic reading from the psychic guild that already left me unhappy.

As one can say about pretty much every psychic scam, "Didn't they see that one coming?"

That said ... I feel a perverse inspiration.

Name: The Guild of Psychics

Description:

Composed of dozens of psychic mediums worldwide, the Guild of Psychics act as a clearinghouse for insider information on the Average Joe. Using their thousands of contacts, they map the demographics of developed nations in immense detail, turning it into the most potent tool for advertising and political manipulation on Earth. Oh, yes, and they can see the future. Sometimes. Kind of.

Abilities

Styles

Attitudes

3 Map Demography 2 Telephone Harassment 3 Arrogant
2 Know Secret 1 Random By-passers 4 Stupid
1 Filthy Rich 5 Political Leverage 1 Oblivious
4 Subliminal Messages 3 Spam! 2 Self-Involved
4 Raw Intimidation

Italicized entries are Powers.

Oct. 13th, 2006 @ 12:32 am In the Deep Black: Universalis Edition
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In the original version, our intrepid gamers, Alice, Bob, and Connie were using Capes to run an opening scene from Battlestar Galactica. They discovered that Capes' architecture actually leads to the opening scene being, well, like the opening scene for a TV ep. This is good. Moreover, it established the fact that a system originally conceived to model the narrative of super heroes could cover space combat quite neatly.

Now it's time to try the latest weapon in the RPG arsenal here at Squid's Redoubt, Universalis, which paints itself with the following:

Universalis is:

The game where every player is the Game Master

The game where players can create and populate the world as they desire as they play

The game where everything that happens, happens because a player wanted it to happen

The game where suspense comes from the actions of other players, not from a random roll.

The game whose plot evolves as you play with no random tables, rail-roading, or scenario books

The game which requires absolutely no set up or preparation time

The game where it doesn’t matter if all of the players show up on time or at all

Begin play with only sheets of blank paper, pencils, ten-sided dice, tokens, and plenty of imagination.

None of which I actually disagree with, after a couple of readings. Like Capes, Universalis is predicated on players engaging each other with conflicts rather than with some overall imposed story guide or GM directing things. Unlike Capes, the whole system is about starting from ground-scratch and building up the Tenets of the setting (things like where and when it occurs, big things like cities or continents, the overall massive shape of things, plus issues like genre, and even bits like "Turn off your stinkin' cell-phones, you goddamn Neanderthals" get created then by expending in-game currency (Coins). Universalis also shifts things in a rather more elemental way than it might at first appear by moving the focus from Debt which you accrue by acting to a Coin cost to specify a Fact; the move of the attention of resource control from after the fact to before makes you think about the cost more directly, I'm wagering.

Regardless, let's go on to our feature presentation.

Battlestar Universalis )</u></font></a></span>

Oct. 12th, 2006 @ 07:17 am Universalis: The Space Combat (Note)
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Just as a note to myself, and sort of referential for everyone else, I really need to sit down and respin the Battlestar Galactica space combat between Starbuck and Scar that I originally did in Capes with Universalis. Mainly as an exercise for myself to see if I understand the architecture well enough to write it out, and also to see if I can figure out exactly how the Complications differ from the way Conflicts in Capes play out.

(I'm not doing it now because I just took my Ambien and it does me no good to try and write unconscious.)

Just as a gloss, my gut suggests the Capes Conflicts are a lot more "active" than Universalis Complications, mainly due to the fact that Conflicts can activate Powers repeatedly at the cost of more Debt, but Complications can only activate a Trait once for each time it exists on a Component. I suppose you could buy additional copies of a Trait if you wanted to go on using it multiple times in a given Complication. That'd move the Debt idea to an up-front cost instead, which is kind of interesting. A character which started with the Trait "Laser Cannon" who gets in an intense fire-fight might have it bought a few more times, ending up with "Laser Cannon x4" at the end. In the next Complication where it might be useful, it's already bought up and can be used 4x for free.

I wonder if that wouldn't actually better mimic the arc by which a character begins a story fairly loosely sketched out, and develops not only peripheral abilities and breadth, but the facets of their character that get brought into play a lot dynamically get invested in, making them ever more important.

Side thought: Could this be an alternative approach to the Hero's Journey that D&D rather sadly attempts to mimic via levels? Traits that get branched out and built upon as stories go, making the character ever harder to remove from the narrative and establishing more things about them that have to be Challenged to essentially change them? Remind me to try a fast-sketch of how a "First-Level Character" might change over multiple stories."

Well. We'll just have to see how this sort of thing works out in auto-play before I actually try it with other people.

Oct. 11th, 2006 @ 07:47 am Splatterpunk & You
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You know, I don't mind ads in [info]roleplayers.

What I do mind is bad ones.

I'm particularly ann