Dave, aka noisms, and I are doing a podcast. We've been talking about doing it for ages, and finally found the time. It was so much fun to record that we're going to make time to record more regularly (although not on an official schedule just yet).
A Gaming Podcast About Nothing is here! And we talk about lots of things related to role-playing games, our lives and nothing really. Listen to it, and tell us what you think.
Playing tabletop role-playing games since 2011. Blogging about RPGs, other games, creativity in design and play, and my general fascination with the hobby.
Tuesday, 22 April 2014
Thursday, 3 April 2014
PRISM/AGENT
PRISM/AGENT is a hack of GHOST/ECHO that I am working on which is inspired by Captain Scarlet and the Mysterons. It has been rolling around in my head for a while now to create something "complete" - something that is done and I can play it and move on. Not just to have ideas in my brain all the time with no escape. I think PRISM/AGENT (which is a name-in-progress) is the first way to defuse that creative bomb which, if it explodes, will make me bitter and annoyed and sulky.
I love GHOST/ECHO. I think I've said that before on here. It's just beautiful. Two pages, some inspirations, some simple mechanics that create rich stories. PRISM/AGENT is an ugly little runt, built out of the best bits of other things, but hopefully it will be playable. I see it one way in my head, and others might play it totally differently.
Core ideas are that PCs are agents with colour codenames, as the Captains in Spectrum are; agents have been freed/released/rescued from aliens/others, but as a result have gained Influences (equivalent to Channeling the Ghost Field move in G/E). These Influences are based on the powers that the Mysterons show in Captain Scarlet, but that's it: the agents can use these powers, but if they lose control of them something bad happens. Basic moves are similar/identical to G/E, which of course are based in part on moves in Apocalypse World I think. The Listening For Echoes move is translated to trying to uncover the intention of the Others (Obscurons?) - and if you fail at that then something bad happens (the Others become aware of you, or you face some kind of mental assault).
But here's what occurs and which I am excited about: PRISM/AGENT has the possibility to be really neat in that you can take the basic premise and transplant it to so many different locations and time periods. A retro-future like Captain Scarlet? Check. A 1920s gangster backdrop with Others/Invaders? Check. Straight pulp heroes? Check. This was something that GHOST/ECHO did beautifully - you don't need lots of stuff in order to play it, and to play it in so many different ways.
Anyways! PRISM/AGENT - or something similarly (or not) named. Coming soon. Playtesting over G+ maybe by the end of April, or in person in Liverpool (Liverpool Game Nerds Assemble!). Comments and questions very welcome!
I love GHOST/ECHO. I think I've said that before on here. It's just beautiful. Two pages, some inspirations, some simple mechanics that create rich stories. PRISM/AGENT is an ugly little runt, built out of the best bits of other things, but hopefully it will be playable. I see it one way in my head, and others might play it totally differently.
Core ideas are that PCs are agents with colour codenames, as the Captains in Spectrum are; agents have been freed/released/rescued from aliens/others, but as a result have gained Influences (equivalent to Channeling the Ghost Field move in G/E). These Influences are based on the powers that the Mysterons show in Captain Scarlet, but that's it: the agents can use these powers, but if they lose control of them something bad happens. Basic moves are similar/identical to G/E, which of course are based in part on moves in Apocalypse World I think. The Listening For Echoes move is translated to trying to uncover the intention of the Others (Obscurons?) - and if you fail at that then something bad happens (the Others become aware of you, or you face some kind of mental assault).
But here's what occurs and which I am excited about: PRISM/AGENT has the possibility to be really neat in that you can take the basic premise and transplant it to so many different locations and time periods. A retro-future like Captain Scarlet? Check. A 1920s gangster backdrop with Others/Invaders? Check. Straight pulp heroes? Check. This was something that GHOST/ECHO did beautifully - you don't need lots of stuff in order to play it, and to play it in so many different ways.
Anyways! PRISM/AGENT - or something similarly (or not) named. Coming soon. Playtesting over G+ maybe by the end of April, or in person in Liverpool (Liverpool Game Nerds Assemble!). Comments and questions very welcome!
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