Skip to main content

Posts

Showing posts from 2016

Shared Sci-Fi Hiatus

I've been pretty quiet on my postings for the Shared Sci-Fi game that I spoke about a while ago. Which is a shame, as I was really excited about this concept, and a number of folks have done some really cool things with it. For me, though, it wasn't working. I think, for a couple of reasons. The first was the narrative approach I was taking. While certainly fun, and a break from how I normally do a Solo game, it was causing difficulties. It's hard to both WRITE well and GAME well, at the exact same time. As a result, I think it failed as both a story and a game. Secondly, the system. I was using the old Cyberpunk 2020 system, which I'm not terribly familiar with, so I had to teach myself what I was doing while playing, and it honestly isn't a game that works for me, as a Solo experience. Now, learning a game is one of the great reasons for doing a Solo game, but honestly I don't have a driving interest in learning CP--it's a cool game, and I'd love t...

Lucky to be Alive: Part One

Lucky to be Alive The Shocking True Story of a Galactic Gangster Part One Mankind had no business being on Krakatoa. It was mean, nasty, god awful hell-hole of a planet, full of lava and volcanos and damn near constant earthquakes. The only scrap of the place that you could reliably set foot on was one giant island in the south. Even there you weren't sparred the noxious air and ruined sky. The only reason anyone was even there was because know else wanted the damn place. Way back in old days, when we were first starting to colonize space, people found this goddamn place, and everyone with half a brain steered clear of it. But there was this group, called themselves The Way or something, real religious nut jobs. No one wanted them around, and they wanted a place where they could oppress each other in peace, so they got Krakatoa. They got to live out their lives in misery, and no one else had to hear from them. It's what they call a win/win situation. Well, about t...

Shared Solo Experiment -- Background and Character Information

I've been talking a bit with some of my fellow members of the Lone Wolf RPG group, and we're going to try something a tad different for Solo Gaming--we're going to try doing something shared. We each start off in the same genre and with the same prompt, and then let our games spiral from there. They might cross over, they might not, but we'll all have a shared point of origin. I'm just in it to see how others handle their games. If anyone's interested in following along or joining in, the core thread is located HERE. As for me, the first thing I want to do is come up with a character. All I know at this point is that it is a Science Fiction game, set in a nebulously defined universe, so people can go where they will. Also, I have the initial prompt: "The main character must [Fight] [Technician], at [Entertainment District], but have to contend with [Trap] while being confronted by [Corporation].” And that's that! I don't know what the deta...

Creating NPC's

So, I'm still working on the setting for my new Chronicle , and I wanted to do a quick digression on how I create NPCs, particularly for Vampire . The published sources tend to go into great detail with their tragic and horrible mortal lives, and what has made them the monsters they are today. Well, that's all well and good, but doesn't terribly help me with them in the game. So, when I create my own, I tend to focus on the now  of the character, what are they up to tonight, and how are they hoping to accomplish it. Then, I work out anything else I need from there, with particular attention to their feeding habits. Yeah, I've been accused of making my vamps be "blood addicts." Maybe, but I've also assumed that hunting and feeding are what vampires enjoy ; it's not a burden for them. Anyway, I've ranted about this before , so I won't go into it again. For my current setting, things are a bit different from how I normally setup my NPCs. Ther...

Island of the Dead -- New Character

I've worked out the basic setting and ideas for my new Solo Vampire Chronicle. I talked more about it here , but in short it's going to be a geographically isolated locale, ruled by a manipulative and controlling religious fanatic. Now, I need to come up with who my main character is going to be for this world. I don't have a lot of ideas for the character yet. I know I want to play a Nosferatu. I know I want him to be a male, and of European/Christian descent. I also know I want him to "special" in some way, either a great warrior, or thief, or scholar or...something. He's cut from a different cloth, which is why he, unlike others of his generation, is given all the crappy assignments that make role playing such fun. I actually rather enjoy not knowing what I'm going to get, and a solid "random character generator" can be a delight, particularly when you don't have a really solid concept in mind. So, given that, I grab my copy of the M...

Island of the Dead -- new Solo Vampire Chronicle

I haven't had a lot of time for Solo gaming lately. Given that what little free time I've had has been taken up with some standard gaming, this is a bit of a humble brag, but I still miss Solo gaming. Given that, and my current thoughts for how I'd like to run a Dark Ages Chronicle , I've decided to go ahead and generate a setting and get a game going. I've talked a bit before about how I generally like to get a Vampire Chronicle going, and I'm going to follow that outline in a general sense. I have a few vague ideas for a game. Part of the Long Night idea I had is to play up the isolation and ignorance of the world, and so I want the physical setting to be somewhere equally isolated. Really, any town could work for this, as I see medieval travel as being so dangerous for vampires as to be almost unheard of. But, I think I'll go with an actual island, just to emphasize this element. Secondly, I know I want to play a Nosferatu. Partly to play the "m...

Crawling into the 21st Centurty

This blog leans pretty heavy on the nostalgia. I'd call it an "old school" blog, but it's been aggressively pointed out to me that none of the games I dig are "old school," most emphatically Vampire . In any case, it doesn't matter. Most of the games that I'm passionate about are the games from my youth-- Vampire , yes, but also AD&D, West End Games version of Star Wars , Call of Cthulhu , etc. Maybe it's just a generic nostalgia for that time in my life, or maybe it's because these are the games that set my standards for what gaming SHOULD be. In order to draw even more ire from the "storytelling games suck" crowd, in  Forge  terms, I'm a Simulationist . I like my rules and mechanics to do a decent job reflecting the reality of the genre they're trying to emulate (fantasy adventurer, horror, etc.), and they get the heck out of the way. The "story" for me is what happens when the troupe (players and GM) int...

Sins of the Metaplot

How I hope all my games end If there's one thing I really can't stand, it's a damn metaplot . Now, in theory, these should be great. A good metaplot in an RPG can be a wonderful tool to help make the world feel alive and dynamic and chaotic in a way that only the best Game Masters can hope to emulate. Probably the best use of metaplot in service of a game is with Pendragon and its Great Pendragon Campaign , and the players follow the story of Arthurian Romance beat by beat, from the rise and fall of Uther through the Sword in the Stone and the conquests of Arthur to the Grail Quest until finally to the Battle of Camlann. But, too often, they just get in the way of the game. For one thing, a lot of GM's feel compelled to stick to the published plot as much as possible. And I really doubt any of the designers of these games intend their plot to be YOUR plot. Looking at Pendragon again, there was a question on the forums a while back about Lancelot--a given PC reall...

Scrapping Rifts

The Kickstarter campaign for Rifts for Savage Worlds has launched.  Since Requiem has completely turned me off Vampire for a while, my thoughts turn to this other odd love of mine. Like many, certain parts of the game always bugged me. One of the big ones is the economy of the damn setting. For example, I just don't see how Triax can afford to manufacturer and sell a suit of power armor in North America, and get 100 million credits for it. NO ONE has 100 Million Credits. Even for the CS, that's a term used for accounting in national budgets, not something available in hard currency. In fact, I don't buy much of the "mass manufacturing for credit" economy. Instead, land and people are the key to wealth, and most equipment is custom made by skilled artisans. Yes, even Power Armor. Now, from a macro-economic view, this is incredibly wasteful in time, labor, and material; but the economy of Rifts Earth doesn't really work well on the macro scale. So, ...

Requiem Impression

So, I picked up a copy of Requiem 2nd Edition, hoping to give it a second chance. A lot of people speak very highly of the game, and a Vampire game with a murkier back story, no metaplot, and a stronger Humanity focus sounded perfect. Unfortunately, I don't think this game is for me. I still can't get into it. I've read maybe half of the core book, and I can't bring my self to finish it, not even to do a few "Let's Compare" posts, let along to run it.  This pains me, because it's not the ideas of the game itself that are turning me off. I mean, there are some really awesome ideas in there, that occasionally make the whole thing tolerable. It's the art, and the writing. Most of the art is just boring. There's no passion or anything interesting going on, and the bulk of it looks like clip art or something like that. There's no depth of field or tension in it. I don't think I can adequately express why the art is bad, since I do not ha...

Masquerade or Requiem?

I'm really into Vampire: The Masquerade . I really don't know much about nor am I terribly into Vampire: The Requiem . These are two very, very similar games. Years ago, as Masquerade  was winding down, a friend of mine asked me what some of my issues were with it. As much as I love Masquerade , as the years went by I grew more and more frustrated with many of its elements, and I wasn't terribly shy about sharing these opinions.  Now, this friend of mine was a freelancer for White Wolf at the time--in fact, he's still writing for Onyx Path. I doubt my words had any real impact in the direction Requiem  went, but it was still interesting timing. I assume he was just "taking the temperature of the frustrated fan." You might just get what you want I wanted a murkier and messier origin story, not this "Caine is the origin, everyone knows it; there is no debate." I didn't want Gehenna. I hated the Sabbat, and wanted them to be mysterious and...

Memento Mori

In the middle of the 14th Century, the Long Night came to an end. The Black Death struck Europe, and utterly depopulated it. Best guess is that 45-50% of the population died between 1346-1351, but this is an average. Some communities were spared, while others were completely wiped out. The mortals had absolutely no understanding of what was happening, or why. The undead had even less. One night, everything was normal, and their eternal existence continued as before. The next, half their mortals were dead. They had pushed their own population to the breaking point, and could not respond to the catastrophe that was happening around them. Elders seized territory and surviving herd to support themselves and their favorites. Others were cast out to fend for themselves. Mortals began looking for scapegoats, and as the undead should have remembered from the Cultics, once mortals begin looking in the shadows, their time grows short. More childer were cast out to reduce the risk of exposu...

Undying, Unchanging

So, what does a world of darkness and stasis, ruled over for eternity by self-proclaimed Elders, actually mean in a game? Well, it means Ignorance, Monotony, and Obedience. Unlike a modern game, where the "truth" of Kindred existence is more or less understood, and a certain degree of toleration and independence is expected, the Long Night character is a prisoner. Not just of the Beast, and not just of geography (though travel is so perilous that few ever leave their home, and even fewer ever return), but of their own perspective and world view. It is this prison, and the tension it generates, that is the heart of a Long Night game. First up is Ignorance. A neonate in the Long Night knows nothing . They know only what their sires deign to tell them. And since they only know what their  sires told them, their knowledge is, at best, limited. Even if they choose to be honest with their childe, the knowledge they impart is most likely completely and laughably wrong. A childe ...