Showing posts with label coming soon. Show all posts
Showing posts with label coming soon. Show all posts

Wednesday, 2 September 2015

People in Oddpool

When I ran a game set in Oddpool, I was of course influenced by the people of the city. At the same time, the game city is supposed to be a ruin, filled with weird creatures, strange architecture and general bizarreness. The people who live in Oddpool do so in small groups/gangs, with their own customs, their own wants and needs, and their own ways of interacting with others. When I ran my game, I just slapped Redmen and Bluemen in, as substitutes for football supporters, but for the Pocketmod I wanted something better.

I've been heavily inspired by David McGrogan's inspiration tables over the years (I've shared a few of my own on this blog before), so it seemed like the most natural fit for the Pocketmod would be to provide a little inspiration tool for generating groups and gangs of Skalls: rolling gives a couple of details to then inspire the GM to create the rest of the group. I've used the table to generate the following, Skalls you may find on the streets of Oddpool.


Tuesday, 1 September 2015

The Why of Oddpool

At the start of 2015 I was really interested in playing Into The Odd, and while the print edition hadn't gone to press yet I had the pdf and two interested players in the form of Patrick Stuart and David McGrogan. The system looked so simple to run, I thought that I would take a stab at quickly putting some notes together for a sort of city crawl. Liverpool is just on my doorstep, and it's where all three of us grew up around or lived for a while, so it seemed like it would be fun.

As it happenened, on the day, we were playing in the cafe of the Floral Pavilion in New Brighton, which looks out over the River Mersey and at an old sea defence, Fort Perch Rock. It made sense to me then to start the adventure there, a weird some-when counter-Earth that is fundamentally Odd. Captain Jean wants Henry Winkler (Patrick) and Karl Kennedy (Dave) to go into the ruined city of Oddpool to scout it out, see what they can find and report back.

They cross the river on a converted ferry boat, and then creep around the streets, tangling with strange gangs, mechsuit-corpses, zombies and a bizarre sheep-banana-hybrid giant. They made deals with a gang, ran from danger and survived despite their retainers taking a couple of hits. It was a lot of fun to run, and then after writing a quick AP on G+, the ideas went back on to the back burner as with so many other projects.

Flash forward to the summer, and I'm meeting Patrick and Dave again, along with Into The Odd's Chris McDowall, in order to playtest Dave's new project. I bring along my copies of their books for them to sign, and made a little Pocketmod from some of my Oddpool notes so that I didn't feel left out. I shared the pdf on G+, zero artwork, really rough around the edges, and a fair few people seemed to like it, and so the wheels started turning again...

For the longest time I've wanted to publish something for role-playing games. Why not have the first step be a little Pocketmod? I have lots of pictures of Liverpool, I live nearby and can take more, I have the tools to typeset something simple... Why not do it?

So I am, simple as that. I've been working on this in my spare time (and sometimes not in my spare time!) for the best part of a month, off of notes and ideas that have been percolating for about eight months. It's a little 8-page booklet that gets folded from a single sheet of A4. Directly compatible with Into The Odd, easily hacked ideas for other systems. If I make any profits from making this available I'm going to be reinvesting them into artwork for other projects (and I might go for tea and toast with my wife and daughter).

More soon: tomorrow, three groups that operate within the ruins of Oddpool...


Tuesday, 11 September 2012

Dogs and Dice and Decisions

It's Games Night! And tonight I start GMing a game of Dogs In The Vineyard, something which I'm really excited about. It's the first time I've played DitV and also the first time (assuming all goes well) that I'll be GMing something which isn't a oneshot. And we have at least one new player joining our merry band.

I think I have my head wrapped around the dice mechanics and the general principles of "Say yes or roll dice" and "Escalate, escalate, escalate!" Other than that, I'm just interested in playing something a bit different. DitV feels like a breath of fresh air. I thought that setting prep would be difficult, but so far it has been really straightforward. Why? Because they focus on people, what they need, what they want and how far they might go if others (or demons!) push them. And it is so much easier to focus on those fundamentals, the inclinations and breaking points. I have a little map (which I have to redraw to get rid of my notes) and I have notes of circumstances for a few towns and their inhabitants, as well as a paragraph each for those I've not fleshed out yet - I want to see what direction my players take things...

I'll be writing a lot about this over the next few weeks. If I ever finish writing about other dice mechanics I've been interested by I might even get around to thinking about the simple but complex dice of DitV. I can't wait to see it in play.