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August 28, 2003

Mashup, by gummint!

Population: One: Monday Mashup #6: Huck Finn

Huck, the quintessential youth, and Jim, the quintessential outsider, float down a river on a raft. They are not in control of their travels to any large degree, and they are willing to accept what comes as a gift from the gods. Adventures, in many ways, happen to them.

Frankly, I think the best possible combination would be to set this thing in the Firefly universe (DVD available December 9th). Firefly is basically a sci-fi future with no aliens (where the underlying design philosophy is "humans can be far more monstrous than any rubber-suit monster") and a very Western feel to the fringe territories. (I really need to do up a decent gamer's-eye-view sourcepage for the show.)

Huck Finn fits right in.

In fact, lets make Huck and Jim buddies from the core worlds, working their way through the 'Verse and trying to stay one step ahead of the guys who are looking for Jim... that would be the Blue Hand guys -- the ones that run the Academy -- they want Jim back because he's a latent... we'll call it 'psychic', but that's not really accurate. Jim's brain has been experimented on rather heavily and he evinces a lot of strange behavior and near-psychic talents -- the Blue Hand guys consider Jim their Property, and have rewards posted all over the CoreText network for his return. Huck's just helping him out because "it's the right thing to do."

I don't know when I'll ever get a chance to run a Firefly game, but when I do, this is certainly something I can see adding in somewhere.

August 27, 2003

Blog Notes

Note to those blogrolling this page: Random Encounters now pings as http://random.bears-cave.com.

Resources are good

Underground base and tunnel links. As the link reads:

tunnel boring machines, military bases, alleged alien and ufo bases, FEMA, x-files style links...
(Via Population: One (see linkbar))

Bzzz.

One of the nice things about the Blogging internet is that you can post a rant stating that gamers are misanthropic, maladjusted blights on society (giving about a half-dozen examples to support the idea that all gamers are pariahs) and that you swearing off gaming entirely...

...get soundly lambasted by everyone who replies to the post, including your friend, whose fiance was one of the folks you listed (nice) as well as a very happy player in that same fellow's campaigns...

...and remove the post as though it never happened by Dawn's Early Light. We'll call it Retroactive History Engineering.

So I'll say this in response to the-post-that-never-was: You're wrong. I don't know where you live, Guy, but wherever it is you aren't looking hard enough. I know more good gamers than I know what to do with, and among 'regulars' we've got 3 kids, two of whom are preschoolers, so no blaming it on the bambinos and how they cut into and how I wouldn't understand that.

Bah.

August 25, 2003

Resources

Deb's Historical Research Page

Just a really good tool to have a link to.

Via Population: One.

August 24, 2003

@puppet

WISH 61: Characters for Other People

Come up with a character concept for one to three other gamers you know. System, genre, stats (if you even bother with stats) up to you. How did the gamer(s) influence the concept(s) you came up with? Would you play the character(s) you came up with yourself?

I'd like to see ***Dave play a Strong Group Leader type -- pick your genre. Dave's characters (well, the one's I've encountered thus far) tend to be either loners (Edward, Selene, Sian) or 'support' characters (Shishiko, Dag, Hantor, Luciel, et cetera). That said, I remember a couple of Alter-amber sessions where Edward was cast in the role of Amber's One True and Trustworthy Defender, Servant to MyLadytheQueen, and 100% Paladin material. A Leader. Dave pulled it off beautifully, going so far as to knock the Queen out and have her carried bodily from the battlefield to keep her from harm. It makes me think something like that would be fun to see in something a bit more long term.

For different reasons, I'd like to see Lee playing a do-gooder. Not necessarily a Leader, as above, but someone who's inherently moral and honorable. It isn't a question (to me) as to whether he could do it, I'd just like to watch.

I know I'm supposed to do three, but that's what springs to mind at the moment.

August 21, 2003

Morbid is useful

Just seems as though this should be useful at some point: a timeline of natural and man-made disasters throughout history.

Banana Dacquiri?

Some great notes on pulp adventure campaign that the GM has just started up. Great fun.

I've gone into some detail here, because, well, I'm dead proud of it, and because I've not done such extreme scene-framing before. The whole of the early section was a way of saying "This is the sort of bizarre world you live in - it's got zeppelins, pyramids in London, an undead queen, and you're all best friends with a talking gorilla". It worked really well, and set an appropriate tone.

Really nice stuff. Not the sort of thing we're doing with Pulp Adventures, but very very cool.

August 20, 2003

Fantastic Who?

Population: One: Monday Mashup #5: Fantastic Four

I don't believe I've ever read any Fantastic Four of any kind, so I'll have to go with my general impressions.

I'm pretty sure I wouldn't do much with this that wouldn't end up cheesy, simply because that's perception of FF in general and 'obvious' element-based teams specifically; maybe if I was running something for a group of my kid's friends or something, but not for a group of adult gamers who have both been there and done that... to death.

So, ignoring the element-based stuff and focusing on the big picture we see a generally-unrelated group of people living in a citadel far above the mortals they protect, dealing with extra-galactic threats most normal folks won't even perceive until it's too late to scream for help.

Character1: an aloof, emotionally-unavailable man with a great mind and no social skills to speak of.
Character2: the woman who (inexplicably) loves him, she is the often-unseen member of the team, often maligned for being the weakest of them all.
Character3: a simple man dropped into a world far beyond his upbringing, forced to apply his simple set of morals to situations Man Was Not Meant to Know
Character4: trouble-making playboy whose antics got him involved in something he never wanted.

Let mash this group into the world of Unbidden, where the 'heroes' are people who have fallen through the cracks of the "real world", living a half-life between Normal and Outcast, fighting against the Darkness that originally engineered Reality as a hunting ground. It's Unknown Armies meets the wonderful Midnight Nation, with a cast loosely based on the FF.

With that in mind, lets look back at the characters:

Character1: Fell through the cracks in reality because no one remembered him, no one cared, and he didn't even notice because he was too wrapped up in his own little projects to realize it until it was too late. Seeing 'reality' from this side has crystallized a hidden belief that he knows what's best for 'normal' people, and he uses his own intellect and Unbidden powers thwart the Darkness and protect humanity from itself -- he generally thinks of 'normal' people as ignorant children.
Character2: Obviously a child of abuse who seeks out destructive relationships, C2 was the last person in the real world who actually gave a damn about C1 (she brought over his weekly grocery store deliveries. It was his descent out of reality that pulled her in and if she had any sense she'd realize that -- in a strange, unfamiliar world, she has retreated into a heavily introverted mind set, allowing others to direct her actions as though she is simply a tool to be used in 'the fight'. For good or bad, she is defined by her relationships to others. It is possible, given the setting that C2 may in fact be an actual ghost rather than a living person -- hard to say.
Character3: A truck driver who, Midnight Nation-style, was pulled away from reality by helping out someone and being 'infected' by a creature from the other side. He has a wife in the real world... maybe even a family, but he is long-estranged and they were official seperated. He might want to get back, but mostly just to take care of unfinished business -- there really isn't any love there. In fact, he cares deeply for C2, doesn't know how to say anything about it and won't anyway because he figures she's into 'bright guys', and she doesn't notice because she's predisposed to men who don't really care that much about her.
Character4: Personally, I'd have this guy end up on the wrong side of reality due to something like a gypsy curse for being a self-centered rat bastard. His only goal is to 'get back home' and he's aligned himself with the rest of the group as the best means of achieving that end -- he'd turn on them in a heartbeat if it meant he'd get back to his normal life. (Which, ironically, is an empty and meaningless existence, albeit one that affords him lots of money.)

Not exactly a healthy and mentally-balanced group, and probably one I wouldn't want to GM beyond a one-shot at a con, but it does strike me as something interesting to write about at some point.

Posting this to mention I've got nothing to post

Roll the Bones: Role Call 28: Unusual settings

What's the most unusual setting in which your game has been set, and what makes it so unusual?

I've sat and thought about this for as long or longer than any online meme warrants, and the bottom line is that I don't think I've ever done a really weird setting.

Nothing underwater, nothing airborne, nothing in the land of dreams, or London Below (which wouldn't be unusual even if I had).

Nope. Weirdest stuff I've ever come up with is probably no worse than walking around on the World Tree in Nobilis (which doesn't count, because it's part of a 'standard' setting).

Interesting observation, but there you have it.

August 17, 2003

This post is a year late

Having finally had a chance to play through some Spycraft stuff, I can finally see what people have been saying -- the combat system changes take it head-and-shoulders above the standard d20 combat system. Fluid, smooth, and much more intuitive to a non-tactically-thinking gamer, they literally made it possible to 'do what the guys in the movies do' without having to have read a book on squad tactics, or know anything about the system works with regard to cover and the like.

The skill and feat system? Ditto. I'll lay most of my enjoyment at the feet of the GM and fellow players, but I must say this is a hugely improved d20 system varient.

[Addendum: As a GM, Dave stays in character with his NPCs much better than I do. Much much better. Much]

August 15, 2003

"My hero bares his nerves along my wrist"

Without prelude or explanation, my Spycraft character.

Maxwell Smart is one of the best

Right. Been done.

Now I'm a double agent for the CIA, where my handler is a man named Michael V--

OW! Okay! Jeez...


Dylan MacEvitt (born Dylan Thomas McEvitt) has a natural gift for understanding people. Even when he was young, Dylan saw through the facades and phantoms that people hang around themselves as a way of concealing their true motivations.

Unlike many people with a natural gift, Dylan went out of his way to hone the ability with practice and study in related fields, graduating Redlands University with a Bachelor's degree in Psychology and a desire to do something substantial with his knowledge and native talent. He spent the next year traveling and investigating possible applications for his training and (after an unsettling experience in Atlanta) had settled on pursuing a Master's degree in Criminal Psychology when his life changed dramatically.

The Agency recruited him at twenty-three. Two agents from that clandestine organization had been peripherally involved in the events in Atlanta and reported Dylan's involvement in their debriefing -- after preliminary investigations, the clear concensus was to recruit MacEvitt before someone else (inevitably) did.

Dylan took to espionage work with the enthusiasm. A natural leader, MacEvitt uses his talent for reading people in a number of unorthodox ways... most notably when attempting to cajole a superior into making allowances for his team (when necessary), or in undermining the confidence of enemy agents with a few careful chosen words. (Conversely, he has a similar knack for bolstering a teammate's effort a critical moments.)

MacEvitt is no super-agent: he'll be the first to admit that he at his best when surrounded by people (either allies or enemies), but his gift for profiling and manipulation have made him a valued member of the Agency's lower echelon. Were it not for a handful of minor citations for insubordination (he is fiercely and sometimes foolishly loyal to his team, even in the face of his superiors) he might have already progressed even further within the organization.

August 14, 2003

Antici...pation

Saw the trailer for Underworld tonight when we went to S.W.A.T.

I'd been using pictures of Kate Beckinsdale for Jackie's high-Aspect character in Nobilis. After seeing the trailer, Jackie could only grin and nod her head approvingly. I'd say I picked well.

Movie looks cool, too.

August 13, 2003

Mashup 4: Neuromancer meets...

Population: One: Monday Mashup #4: Neuromancer.

Let's put this in a non-standard game system. How about the excellent Dreamwalker system/setting (available at RPGNow for five bucks).

This one is pretty straightforward: the Dreamlands = the Net. To introduce the Neuromancer feel you need a number of powerful corporations that are trying to fence off key sections of the Mass Subconcious for their own purposes.

One of the bits I loved about Gibson's stuff from this era was the Voodoun gods that had found new life within the Net -- that sounds like a heck of a fun thing to carry over into the Dreamlands -- Legba et. al. trying to help out the PCs against the Taenia Spiritus. Tie things up a little more tightly by having some of the international corporations that are researching "dream technology" (think Thirteenth Floor) actually in league with the Taenia, making massive advances in the Dreamworld tech in exchange for giving the hivemind Enemy a strong beachhead from which to mount their invasion.

Damn. Another idea I'd kind of like to run. This would be pretty darn cool.

(Side note: Dreamwalker is also available in diceless flavor, using the RPGNow-ubiquitous Active Exploits game system.)

Mashup 3: Narnia

Population: One: Monday Mashup #3: Narnia

First off, I have to say that I LOVED the meme-author's take on this idea, combining it with Unknown Armies to create something that feels like Being John Malkovich meets Coraline meets Gormenghast. Really really neat idea. Follow the link and read the write-up.

I don't know if I can do justice to this mashup, having to follow something like that, but here goes:

The first thing that occured to me was running this with one of the 'classic Ambercon tropes' -- Kids in Amber: everyone's playing children too young to have taken the Pattern or, really, to be useful.

In this spin, the kids are bored and staying the hell away from a loud and grumpy king up in the dusty, unused rooms near the top of the castle where no one really goes when they find a wardrobe that leads into a magical winter wonderland, etc. etc. Here, they are either older, more competent, or simply prophesized to save this alternate world.

The kids jump at the chance, leaving most of the mundanities of Amber behind for what is, to them, a much more interesting place.

Ultimately, this wardrobe world could turn out to be:
(a) a trap for the Amber youth.
(b) the next order of True World beyond Amber.
(c) a parallel reality
(d) something else

The character's could end up doing all sorts of things, but the real idea here (the one that appeals to me, anyway) is that Amber Isn't Important -- it's the Boring, Mundane place.

For a con game, I'd twist it around a bit: after the first trip into the Winter World, the kids return to discover Amber locked in a nasty, unseasonal winter weather pattern of it's own that the Jewel can't seem to affect. They realize it's somehow tied to the Wardrobe World and that they have to do something about it... over there. What follows is a Zeppo-like experience where the adults in Amber fight with encroaching forces taking advantage of Amber's frozen state, while unknownst to them, the kid's are saving the day behind the scenes.

Even better would be if the kids were all pages within the Castle... not even Amberites at all. In that example, you could even put in a hint that the whole thing might not have even been real -- maybe the kids were just sitting around making it up Munchausen-style to keep from getting to scared during the invasion, while the Royal Family saved the day in the real world.

Or maybe not... :)

Mashup: Body Snatchers

Population: One: Monday Mashup #2: Body Snatchers

I say: Body Snatchers/Nobilis.

This would be more of a one-shot for a number of reasons: partly because I've never seen either version of the movie and partly because the concept doesn't warrant a full campaign.

The idea of Body Snatchers, as I understand it, is that people are being duplicated, their clones being grown in big plant-pods.

Excellent: sounds like a Nobilis plot to me. Set up an Excrucian Redoubt hidden away somewhere on Earth -- team up a strategist with a warmain. The Warmain is going out and fighting Nobles, but tends to flee after first blood. He then hies back to the secret locale and the strategist extracts the DNA and spiritus dei that have been been mystically collected by the Warmain's weapon, injects into a mystical type of... I'm picturing something between a Venus Flytrap and the Queen Alien from Aliens.

Wait a few days and out pops a plant pod. The result is something that acts and performs almost identically to a Deceiver-shard, except that invoking the name of the Power that's been copied has No Effect on the Pod Power's actions.

(This would work pretty well with a group that has been playing long enough to encounter Warmains, Strategists, AND Deceivers, so that they'd start to notice that the behavior they're witnessing (Warmain's fleeing a battle, etc) was quite abnormal.)

Hmm... not a bad idea, all in all.

Mashup: CSI

The concept of this little excercise from Population: One is this: take a concept from a common or popular show, book, movie, or whatever, and mash it into a genre or game setting for which it was not originaly designed. Starting from the beginning and catching up, we've got Monday Mashup #1: CSI

Now, I haven't seen CSI except for a few bits and pieces at the gym while I'm on the elliptical, so you'll have to bear with my impressions.

CSI is, obviously about forensics, used to solve crimes, but what I'm always seeing when I catch the show is one character or another displaying some absolutely INSANE levels of esoteric knowledge regarding stuff that doesn't have anything to do with forensics. Entomology. Automotive repair. Anthropology. A complicated bag of tricks to be sure.

Let's make it more complicated. I don't want to get too specific, so let's call this CSI: Sci-Fi.

Ideally, you need to be running this game in a sci-fi setting with LOTS of aliens. Lots. Something like the d20 Babylon 5 that just came out would be ideal, so lets work with that. The PC's are a specially-assigned group of Station Security assigned to investigate crime scenes on the station -- the idea here is that they not only have to know forensics, but need an near-encyclopedic knowledge of alien psysiology, psychology, cultures, plus material engineering, design, etc. Done correctly, there isn't a knowledge skill in any sourcebook that couldn't have some relevance in at least some investigations. It's CSI, squared. Cubed, even.

For something a little different, set the thing in the Star Wars universe, before the rise of the Empire, mostly on Coruscant. For a more mundane campaign, the group are all members of the Judicial corps; for something more powered up, everyone plays Jedi in a campaign where your brainpower is infinitely more useful than the size of your lightsaber.

Finally, if you're groups into it and you can pull it off, you could make the PC group a special team within the M.I.B. organization (a fine RPG that can fall back on ten years of WEG's Star Wars material for alien stats). CSI: MIB would be a little sillier, a little more slapstick, but there's still absolutely no lack of weird and esoteric knowledge skills that would crop up when investigating strange crime scenes (in situations where it's not as important to Cover Up What as it is to Find Out What Happened).

There we go. My two cents.

August 11, 2003

Jepteth a'Ghul: this is not your daddy's cleric

Jackie's running an Egyptian-style mini-campaign called Necropolis. Since the campaign itself is fairly high-power to begin with, we had a little leeway for people to do interesting things with their characters.

How interesting? Dave's doing an anthropomorphic elephant, the background of which is over here. Margie's playing a young Astral Deva, Justin's playing a half-dragon sorceress.

Me and Randy? Just plain old humans. (Actually, I'm playing two: Jepteth a'Ghul (Priest/Divine Agent) and Aziz, his cohort (your basic ranger and comedy relief).) I figured one of the more interesting things I could do with a 'plain old human' character in a group like this is make up someone who looks at such a powerful montage of beings and immediately thinks: "Obviously, I should be in charge."

anubis.jpgKhemet is a harsh land. In a place where the wind can kill a man (and learned to do so by watching its father-the-sun), only the goddess of Night is seen as kind by those who worship the Khemetian pantheon, and only the Dead are blessed with The Pharoah's Peace. To live in such a harsh land is to struggle, and only the dead have left that struggle behind.

In Khemet, you can kill a man simply by stealing his waterskin -- the laws that have been handed down by the gods (through their Son the Pharoah) are the only thing that seperate the Khemetian people from the barbarians and bandits that wander the sands -- the only thing that keeps them from death themselves.

The gods decree the law, the Pharoah conveys the law, and the priests uphold the law.

Jepteth a'Ghul is a Priest.

Specifically, Jepteth is a priest who has been called into the direct service of Khebsenef, Son of Horus and Guardian of the Dead (though any priest of the Khemetian pantheon knows and venerates all of the gods). Jepteth has spoken directly with the god, in fact, taking on a holy task that calls him into the lawless lands far from civilization. Khebsenef's command: Protect the Pharoah's Peace, bestowed upon the Blessed Dead -- let no man descecrate our burial sites, raid our tombs, corrupt our holy places, or upset the Law that allows Khemet to flourish.

Jepteth takes his task very seriously. To him, the Law is everything -- the lifeblood of the land. That his god has chosen him to uphold the laws of the land means everything -- enough that he would give up his role within the High Temples to don armor and stride into the wastelands. Where he comes, the Law comes; those who flaunt the Law are denied the barest solace of it's protection. The Blessed Dead must remain undisturbed, but those that mock the Law will never know the Pharoah's Peace; they will be punished to the point of death and beyond, denied (by Jepteth himself) the cool release of the Underworld.

Put another way: get in the way of the Task, and not only will he see you dead, but your shambling corpse will be forced back out of the sands to suffer further. He hasn't gone so far as to bring an enemy fully back from the dead simply to kill them again in some other particularly hideous fashion (ed.: the Curse of the Hyun-da'i comes to mind :), but some think that might simply be because he hasn't (yet) met anyone he felt deserved such a punishment.

(Some rumors suggest that Jepteth's irreverent servant Aziz was once a tomb robber that the priest is personally 'rehabilitating'... but surely that is mere conjecture.)

Yes, the priests of the Pharoah are harsh, and Jepteth is a priest.

The land they protect is harsher, and only the Law protects the people.

The Law is Life.

The Law must be obeyed.

Here ends the lesson.

August 10, 2003

Verboten

Roll the Bones: Role Call 27: Verboten!

If you were somehow forbidden from playing with your favorite system, genre or setting, what would you substitute?

Systems:
d20 Fantasy: Ooh. Toughie. I'd probably try to make BESM's fantasy rules work, as much as I hate their dice mechanic. That campaign would probably die a fast and painful death.
d20 Oriental Adventures: MUCH easier to convert this to BESM than the DnD rules above, but if I had to convert, I'd switch to the actual Legend of the Five Rings rules, since I'm using that setting and most everything should convert over fairly easily.
Nobilis: This is sort of "my cold dead fingers" type of thing, but I could use something like Swift with better definition on the Karma Dice and get by pretty well. In other words, I'd just make something up.

Genre:
Fantasy: I don't know what genre would be most likely to make a group of people 'into' fantasy happy. Honestly, a Super genre would probably work best to give them that feel of 'group/team blatantly beating the crap out of the bad guys'.
Oriental: If you have a group that's into this kind of game, you probably have a group that really enjoys any sort of solid 'setting' feel. High-seas swashbuckling. Jungle Primitives, Pulp Adventure. Anything where they can really get into the specific genre. ("Fantasy" doesn't count.)
High-power, High-concept characters (nobilis, amber): "Opposite genre" does not compute. This sort of game just means a game where you're influential to the SETTING, not just the STORYLINE. Really, that can be done with any game where the character's backgrounds make them important. That's not really a genre.

Setting:
Duchy of Caer Maighdean: I'd replace with with the massive Haven/Caercala fantasy city and go with a swashbuckler/intrigue game. For something like that I'd be more inclined to use Swift (link has basic rules only), unless it was with my 'standard' DnD group, for whom I would have to use something crunchier, like d20 or 7th Sea (that would make a very cool system to go with that setting, I think. Hmm.
Rokugan (L5R): Switch to the Usagi Yojimbo setting, or a mythic version of India (with lots of Yaun-ti for bad guys). Would probably require a new campaign for something like that, though. If I needed to, I'd switch to Mythic China till the end of the current story.
Nobilis: Nobilis rules without the setting does not compute (at least not at the moment). If Nobilis was utterly denied me I'd switch to Unknown Armies, though I think that would not have the broad appeal to my particular group that Nobilis does... I could be wrong. If you liked Dark Conspiracy, Unknown Armies is probably your cuppa. If I wanted to do something more high-power, I'd use Whispering Vault, there are lots of similarities.
Star Wars: Piece of Cake. I'm sick of that setting anyway... let's do FIREFLY!

August 8, 2003

Assimilating the Straights

Perverse Access Memory: WISH 59: Games for Non-Gamers

Name three games you might use to get someone who has never roleplayed before into roleplaying.

Ahh yeah, the loaded question of converting the heathen. I have to say that I really haven't done much of that over the years -- I ran a gaming club at college that pulled a lot of people together, but generally that just meant that people who were already into gaming were meeting other people who were. (Not always the case: I remember the time De walked up to the gaming booth at the University Activities Fair and asked me to 'explain this thing' to her.)

But let's see: you've got a cool, funky 'norm' who's into genre fiction, likes genre movies and action films, doesn't get too freaked out when they meet the gamer geeks you know, and seems like they'd enjoy the whole thing. What do you do?

Rule #1: Keep it Simple. The last thing in the world that you want to do when introducing someone MY age to gaming is hit them with the DnD wagon -- there's too many rules, too much crap to deal with, too many tactical bits... crunchy is good, but crunchy is also overwhelming. For my money, using something simpler is better.

Game 1: Nobilis or Amber
It doesn't get much simpler than not having any dice in the system to keep track of or interpret. "You have a 5 in this stat. A five is better than a four. Moving on..." Nominally, I'd use the Nobilis rules as an intro game (especially if they'd read fiction that feed into that kind of game) since the mechanics are quite superior to basic ADRPG and just crunchy enough to let people to tactical things, but still focus on just playing the game. (For those folks that don't know, Nobilis is a game where you play the role of a character who's basically in charge of one aspect of reality... like, the character might be the person in charge of Dreams, or Death, or Cars, or Fungus, or Electricity... whatever. The game sessions play out like Sandman and American Gods meets the Matrix, mixed in with lots of politics and intrigue between all the other people in charge of stuff, and it's pretty damn cool.)

The only problem I'd foresee with something like that is someone taking offense at the religious bits that are mixed into the setting, so I might just use the mechanics and do something else with the setting.

Game 2: Unknown Armies
The character creation rules in UA are all explained in plain english with lots of real-world examples, and the rules for dice are dead simple. Also, the setting (mysterious stuff going on in a 'normal' world where you're one of the people that knows something weird is going on) is a cinch for almost anyone to understand. It's a tad dark and spooky, but that's usually alright. It's the rules I'd use to run a game that used the setting for Vayland Rd. or Hidden Things.

So: easy setting, easy rules, fun character generation. Sounds like a winner to me.

Game 3: DnD
Okay, yeah... I know what I said, but when it comes right down to it, there's a reason that roleplaying games set in fantastic medieval settings with magic and dragons and crap are so popular: they're FUN. Throw in the current movie trends of Lord of the Rings and Harry Potter and you've got lots of genre exposure. You have to be careful about overwhelming someone with the rules, but if you focus on just the stuff they need to know to run their character and put them in a group of people who can keep the rules in the background... it'll work.

It did work: I introduced Jackie to gaming using a fantasy system that is/was WAY more complicated than DnD, and she picked it up easily.

(Also, frankly, some people just won't feel like they've really 'tried' a roleplaying game until they've tried DnD, because that's the grand-daddy of them all... it's the one game that non-gamers are most likely to have heard of.)
--

Okay, so that's my two cents. YMMV. Having said that, I think that pretty much anything will work if you pick a game that reflects something the person is really into: with the Buffy RPG out there, Star Trek, Farscape, Babylon 5, Vampire, and at least one game set in about every 'historical' setting anyone's ever thought of, odds are pretty good you can find something that they're into, IF they're into it at all.

And some people aren't, and that's cool too: Those of you who enjoy that sort of thing will find this the sort of thing you enjoy.

August 5, 2003

If I only have five of me.

Roll the Bones: Role Call: DIY:

Can you summarize two campaign concepts you'd create for player with identical tastes to your own?

I'd run an alien-conspiracy-hunting/mil-ops game modeled on the outstanding old Microprose game X-Com

It is the year 1999. Unidentified Flying Objects (UFOs) have started appearing with disturbing regularity in the night skies. Reports of violent human abductions and horrific experimentation has struck terror into the hearts of millions. Mass public hysteria has only served to expose Earth’s impotence against a vastly superior technology.
Many countries have attempted to deal independently with the aliens. The lesson was clear: this was a worldwide problem which could not be dealt with by individual countries.
On December 11, 1998, representatives from the world’s most economically powerful countries gathered secretly in Geneva. After much debate, the decision was made to establish a covert independent body to combat, investigate and defeat the alien threat. This organization would be equipped with the world’s finest pilots, soldiers, scientists and engineers, working together as one multi-national force.
This organization was named the Extraterrestrial Combat Unit.

Man I loved that game. Why would I need someone of my sort of disposition to play the thing? Because in a game like that, agents/marines die -- that's just how it works, or there's no real threat -- the aliens aren't really that scary. That means putting time into developing one, two, maybe three PCs for each player in each group, and expecting some to die. You've got to have a quick, dirty, tactical combat system that allows for easy, quick character creation (because you'll be doing that alot).

Bottom line: it probably works better as a video game than an RPG, due to the tactics of it, but I love it.

I don't know if I have a second entry for this topic -- I'll have to think on it.

August 3, 2003

Yay

A Nobilis page I hadn't found before.