Showing posts with label future ideas. Show all posts
Showing posts with label future ideas. Show all posts

Wednesday, 3 July 2013

Where does the time go?

I like noisms' "generalised lament" about the amount of time that he has to run/play games (and write about them as well) - obviously not the fact of the matter, but the situation resonates with me a lot. I wonder about how things are going to change when I become a dad in a few months time. Will I be able to play in a weekly game? (nevermind run one) At the moment I am barely able to run a LotFP campaign once a week; in principle I am taking part in noisms' excellent Pendragon of Mars campaign, but in reality I'm either away or busy. I've taken part in two sessions.

Ah well! I can sit here and weep for my lack of time or I can start to think, like noisms about the five games I would want to run or play:
  • Chatting after games night yesterday I realised that I would love to play some more Cyberpunk; I really enjoyed the game that we played about eighteen months ago in alternate Soviet Cyberpool.
  • Apocalypse World. I'd love to play it, I'd particularly love to run it (I was hoping to run it for my nephew and his friends this summer, but think I will be too short on time).
  • I've read a lot about Monsterhearts in the last few months and it really intrigues me... I might have to pick it up soon...
  • Avarice Industries is an RPG that I supported on Kickstarter. It's a bit Cyberpunk-y with the twist that the big corporations (one of which the players work for) have technology that creates anything. You can ride a dinosaur to work or have a bag with dimensional pockets. Big Problem: it was due in April 2012, and it's still (as of July 2013) not here. I've had bits and pieces of pdfs but nothing playable... AP stuff that was shared looks really interesting.
  • Homebrew Dogs In The Vineyard in modern day setting with zombies. I bloody loved running Dogs, we played about five sessions and it was a joy to prepare for and play. While playing it I was struck with the idea of the Dogs being able to do what they do because they have the final say about what is right and wrong (by virtue of being Followers of the King of Life). I think this kind of theme could transfer well in a zombie game; people acting as they will because there are no courts or authorities to say otherwise. I act, therefore I'm right. Started making some notes about this some time ago and tagged them with "zombies".
It's Camp Nanowrimo month and so I'm spending time writing 31,000 words about games and game resources. So hopefully, like noisms, I will find my 30 minutes a day to connect with a hobby...

Wednesday, 28 November 2012

Week Off

Had to cancel this week's games night. A combination of Nanowrimo, Merseytunnel tours and lack of ideas lead to no games. And I've got to miss next week too because of work.

With the holidays coming up, it seems like a regular game might be out of the picture for a while. I know that noisms is trying to marshall us for some kind of game while he is back in the north west for a few weeks, so keeping my fingers crossed.

Instead, last night I spent some time looking over and updating my notes for a short campaign based on a Kickstarter scenario that I supported. Potential players might be reading this, so I'll be a bit cagey on a few details. Here's what I was thinking:
  • It's the 1930s and the Dust Bowl is hitting hard. The players all find themselves in a small town that's hit harder than most.
  • Bad stuff is happening... (can't say any more due to spoilers)
  • Game runs on a mix of stripped down Cyberpunk with Apocalypse World health and harm rules: so stats and skills from Cyberpunk, but only a small number of hit points.
  • Weapons are classified with the Apocalypse World tagging rules. So a hatchet is say, 2-harm close sharp messy, whereas a hunting rifle might be 3-harm long-range loud big.
  • The BODY stat would act a little like Apocalypse World's armor rules to potentially reduce harm, as it wouldn't be "of the time" for characters to wear armor.
  • Clearly, removing a lot of the anachronistic skills, tech and gear from Cyberpunk! Also thinking that I might do away with special character classes and skills completely. Possibly include possibility for players to nominate one skill in particular that they can re-roll on a critical failure (they have to articulate why that skill would be special for that character).
The game would be a bit of investigation, some conflict... Have you ever run a game that takes place during a particular historical period rather than a completely fictional setting? What have you done to try and convey the time? What are the important details to put across?

Tuesday, 13 November 2012

Dead Dogs: Rumours

More speculative ideas for a zombie game mostly based on Dogs in the Vineyard.

At the start of a campaign, the players have some typical set-up; stats and so on. The GM has had some set-up as well. The basic setting that I am proposing is that the players play characters that exist in the most well-known city to most of them. This is the starting point, somewhere familiar.

Then you take that familiar place and take it to zombie hell.

If the game was to be based on Dogs then it would be good to still include a version of the initiation stage that each character goes through (more on that some other time). I have an idea for a quick card game that could help steer the tone or the setting. The GM will have done some scenario generation just like any sandbox game, and things will change as the players interact with that world and define their own goals. But right as things get going five minutes are spent to see what the characters have heard.

Monday, 12 November 2012

Dead Dogs: 1

For a long time I've been thinking about running a sandbox-y zombies game. And for a long time I've just been making notes in various places, scraps of paper, little journals - even the odd page of a Moleskine.

And then I thought, why not share some of that thinking here? See if other people can spot good ideas or spot obvious drawbacks. There are two main game systems that have influenced my thinking so far, Apocalypse World and Dogs in the Vineyard. If you've read this blog before then you'll know that AW is the game that got me into RPGs and Dogs is the first game that I've GMed for a campaign. So maybe it's natural that they're the ones which are leading me in terms of system.

I started making notes earlier this year convinced that AW was the way forward for a zombie game. Archetypes abound in zombie fiction, and so the playbook style characters for a zombie game would work quite well. Couple that with what I still think of as the best dice mechanic in a game, and a system of experience that creates cinematic, larger-than-life characters (without feeling like they are overpowered superheroes), and there starts to feel like the bare bones of a zombie game.

More recently, having GMed Dogs, I'm more inclined to go with that as the basis for a zombie apocalypse game. The main reason being a game mood one: in Dogs it is not the place for the GM to pass judgement on whatever the PCs do, only to respond in-game. The Dogs are the Law, in a world filled with sinners and demons, what they say goes. It struck me that in a post-apocalypse filled with the undead hungry for the living, there are going to be difficult decisions everywhere. And there is going to be no-one to judge those decisions, save for how others respond. So the mood of Dogs might be relevant - in which case the game mechanics might also be relevant... (if mechanics and mood have any connection at all; I don't know if they do, I don't know if they don't)

Anyway. I'll spew out thoughts about this over the next few weeks and see if any of it starts to make sense. I know that there are other people who have hacked AW and Dogs for zombies games, and I'll link to those or interesting bits in future posts too. And I know of All Flesh Must Be Eaten! but haven't been able to find a copy in the past; plus I think I'm more interested in something with a The Walking Dead vibe rather than out-and-out archetypes or cliches, which is what leads me more to Dogs than Apocalypse World I suppose.

Anyway (take two). Thoughts? Suggestions?

Thursday, 25 October 2012

Random Table: Street Performers

As you walk the streets of the city, through the markets and thorough-fares, you never know who is going to be blocking your way: trying to show you something entertaining, asking you for money, for help or just being a damn nuisance. But what do they really want? And what might they be hiding?

Roll three d10s for Performers (to see what they're doing), the Number (to see what to roll to see how many there are in the particular troupe) and Want (to see what their aim, as performers is - or possibly what they pretend to want). If the sum of the three d10s is even, then the group also have a Secret; roll another d10 for what else is going on with them.


Performers
Number
Want
Secret
1
Jugglers
1+d2
Money
Know the location of something valuable
2
Mimes
1+d3
Food
One of them is on the run for a crime
3
Musicians
1+d4
Change
Runaways
4
Buskers
2+d4
Help
Part of a streetgang
5
Clowns
1+d6
Magic
Spies for a rival city/country
6
Actors
3+d3
Fame
The puppets of a wizard
7
Living Statues
2d4
Violence
Slavers trying to find people to kidnap
8
Poets
2+d3
Crime
Religious zealots looking to convert
9
Comedians
2d6
Nothing
Pickpockets who have settled on the players
10
Orators
3d4
Revolution
Undead/Monstrous

The Seven Hungers of Callista (Living Statues + 2d6 + Food + Part of a streetgang)
A group of seven women who stand suggestive in their stillness. Regular visitors to the market know to leave small parcels of food in the baskets at their feet, which stirs them into motion. They are the eyes and ears of the Black Ruins, a gang of muggers. They spot likely targets for their colleagues to rob.

Grimmers (Orators + 2+d3 + Help + Slavers trying to find people to kidnap)
Grimmers tell anyone and everyone that the world is going to hell in a hand basket. Taxes are too high, there is war and famine and evil magic and monsters. But you can help! Help them! Please...? If you do go with them and you seem like you might be of practical value, then you'll get coshed over the head and wake up in a wagon headed south...

Buddy and the Bass Lutes (Buskers + 1+d2 + Revolution)
Buddy and his two friends sing songs to inspire! They engage people with their marching pieces, Buddy on short fiddle, Gall on bass lute and Jero on bass lute. Their songs are based on centuries-old protest chants, and have no relevance in the current age. No one listens to them, no one likes them, and no one is going to join them.

Chuckles (Clowns + 3d4 + Violence + Know the location of something valuable)
In ragged threadbare outfits, half a dozen men stalk the streets daring you to laugh. They wear big red smiles, curly rainbow wigs and floppy shoes. Go ahead, laugh. They hear so much as a giggle and they'll go for your throat. They're lean, fast and strong and looking for any excuse to hurt someone. They love their freedom: if subdued, beaten down or if more than half are knocked out/killed then they will change tack and offer their store of treasures.

Monday, 22 October 2012

Treats from The Great Bakerie

More from Merion's bakerie... Tell him I sent you!

Terminal Loaf (Elvish + Plait + Death + Intense + Instant)
Previously unknown outside of a few small Elvish communities, this is the small loafcake that immortals eat when they grow tired of life. Merion makes it out of a morbid sense of duty to the universe of baking, but only sells it to those who are absolutely sure that they want to die.
(if eaten by an Elf they will die within minutes, no save; if eaten by a non-Elf, player gets to save against Death. If the save is made they must then roll under their CON. If successful they are only knocked unconscious for three days instead of a week)

Mischief Cake (Spiced + Cupcake + Evolution + Strong + Half an hour)
A prank cake, sold usually to young children to play tricks on their elders. Whoever eats it will begin to change in appearance in some way, and will remain that way for a full day. The change takes thirty minutes. A minor counter-curse or disspell should remove the change... Unless the person eating, eats A LOT of the cakes at once, in which case changes stack and become more difficult to remove, either through time or through magic.
(d10 roll for appearance change:
1. Eyes change colour.
2. Ears grow pointed. Elves' ears shrink.
3. An offensive word forms in freckles across the forehead.
4. Little fingers bifurcate and form baby talons.
5. Prehensile eighteen inch nose.
6. Skin morphs into amber scales over whole body.
7. Loss of all body hair. After a day hair starts to grow back at three times normal rate until restored.
8. Tongue shrinks to a small lump.
9. A fox tail sprouts.
10. Two fox tails sprout.
DM gets to rule on any modifiers/in-game bonuses/penalties.)

Socratic Slice (Cream + Doughnut + Wisdom + Effective + A turn)
A huge piece of sweet hollow dough, filled with sickly whipped cream. Anyone who eats a whole one, and it takes some effort, is given something to think about...
(after ingestion, has +1 for WIS related rolls and saves for one week; anyone who tries to eat more than one in a week will automatically lose d2 points of CON. Too much of a good thing and all that)

Mementoria (Lavender + Ring + Transference + Sharp + d3 minutes)
Merion doesn't advertise these small scented ring cakes, and only sells them to people who have official paperwork for the city. He won't even tell you where he picked up the recipe, let alone how to make them. It's rumoured that he learned how to make them from the creator and then killed him. Anyhow: the cake is broken in to two uneven pieces. The smaller piece is eaten (willingly or forced) by someone who has information; the larger piece by someone who wants information. Within a few minutes the person with the information feels their mind become completely open to the other. This is a one way stream that is more like a flood (for 12 hours). It's almost certain that both participants will be rendered unconscious by the process (save-versus-magic every hour for 12 hours, or be unconscious for 3d8 hours - applies to both). The information being sought will crystallise in the mind of the person who ate the larger piece (whether conscious or not, and within d6 hours).

Monday, 20 August 2012

Human Again

Two weeks ago my slug-man magic user Eki Ulele was killed in our regular OD&D game. noisms has hinted a little that there may be ways to raise characters from the dead in Yoon-Suin but has given no actual hints about how that might be done. That means that tomorrow I will be statting up a new character, and I've decided that this time he's going to be human.

And he won't be a magic user: after five sessions of getting knocked out and several where I've had spells that were often not useful - possibly, this was down to me not finding a use for them - I've decided that it might be best to go down the Fighter route. Our party already has a Cleric and a Magic-User, so I've decided that someone a bit hands on, covered in armour might be good. Playing as a Thief is tempting, but I'm not sure what the benefits of being a thief are in OD&D.

So I think I will be a Human Fighter. And I might play with the George Costanza path to decision-making: whatever my first inclination is, I will do the opposite. A pacifist fighter... Hmm. Maybe not.

Friday, 8 June 2012

Couple O' Kickstarters

Two Kickstarters that have caught my eye in the last few weeks are Our Last Best Hope and No Security.

Our Last Best Hope has a really neat concept, and might possibly tie in to some of the ideas that I've been noodling around with in the background; players take the part of heroes trying to avert a terrible crisis or world-ending event, like in Sunshine or Deep Impact. There's no GM, and it sounds like some of the mechanics might be similar to those in Diaspora (with tokens which allow you to influence story direction). I'm intrigued to see what the game is like, and seeing as it is a potential one-shot game I just might be able to convince the regulars at games night to give it a go.

No Security is a set of resources for running horror games set during the Great Depression. I have never played a horror game before, but there is something very attractive to me about playing a game set in the 1920s. The $20 backing level, which includes a modern day "Great Recession" setting is also really intriguing. Obviously with a horror angle, players are "in the real world only not" unlike In A Wicked Age or Apocalypse World or LotFP; I am very interested in having a look at games which have "real people" in fantastical settings, unlike games I've played so far which explicitly have (to varying degrees) fantastical player characters, who have cyberarms or magic spells.

Tuesday, 22 May 2012

Some thoughts on a Time Travel RPG

I've been thinking about how a time travel tabletop RPG for some time now, wondering how it could be put together in a neat way without being burdensome in terms of rules. noisms is responsible for two provocations that started me thinking about it. The first was introducing me to Microscope, which works really well in terms of role-playing and world-building, and which has the neat mechanism of populating a worldline with cards that put things in historical places.

While playing it I thought about how the end result was really neat, but that if you took a picture at the end you might not have a clear picture of the timeline of the player actions (i.e., the order in which the group put things down). A simple way around this would be to just number the cards as they come in to play. That was the first seed which went in to my mind.

The second thing that noisms did was talk about Continuum on his blog:
Part of [what makes Continuum compelling] is all the talk of time-travel combat: trying to "frag" your opponent by making him cease to exist due to historical discrepancy. And undoubtedly, a large part of the attraction was the air of enigma surrounding this apparently excellent but impossible-to-possess gaming grimoire.
But he went on to say that there were plenty of reviews and notes out there from people who had played the game that it inevitably lead to a kind of railroading. Not so much Doctor Who as the Time Tunnel by the sounds of it: instead of exploring the whole of time and space to explore you have to contend with a "mission" at a particular instant. Again, I have not played Continuum, but having played RPGs that have been presented to me more as "story games" the idea of this described game doesn't appeal all that much.

But it did spark a couple of ideas... (continued after cut!)

Wednesday, 9 May 2012

Wicked Wednesday

Mind Blast - you transmit thoughts to others when you want to, shocking imagery, horrible ideas, depictions of pain and cruelty.
The power was something that developed through your life; your family, when they were alive, never told you where it came from.
PCs use with violence; NPCs use maneuvering.

Paralyse - the tips of your middle fingers have venomous stingers in the nail bed that extend and retract.
The toxin, if unresisted, can stop a strong healthy person for at least an hour. You're a freak of nature, it has to be said. If unused you have to milk the venom sacs in your palms once a week. After doing so there is a 4 in d6 chance that the toxin is too dilute for 4d6 hours.
PCs use covertly; NPCs use action.

Telekinesis - following an encounter with an otherworldly power you have been gifted with the ability to move things with the power of your mind. Nothing visible occurs around the object you want to move.
A psychological restriction that your mind imposes on itself is that the object moved must be something you could physically lift.
PCs use for themselves; NPCs use action.

Levitate - a blessing from a djinn means that you can rise from the ground, or slow yourself when falling. You cannot truly 'fly' nor can you express this ability on another.
The djinn embedded this power in your dead grandmother's wedding ring; you must be wearing it in order to levitate. You can attempt to levitate in combat to provide a more difficult target for your opponent.
PCs use for themselves; NPCs use action.

Memory Drain - the ancestors of your people were much sought after for their power to remove unwanted or painful memories. You don't know why you have this power, which last appeared in your people generations ago. You have to decide how best to use it, as there is no-one else to teach you.
You must have physical contact with the person whose memories you are trying to remove.
PCs use with love; NPCs use maneuvering.

Mutate - as a defence mechanism you steal DNA from others, splicing it in with your own. Good for hiding/disguise.
1 on d6, nothing happens; 2-5, you start to resemble the other person. 6, you become them, almost twin-like. You need physical contact so that you can extract DNA.
PCs use for themselves; NPCs use self-protection.

Wednesday, 11 April 2012

Down Time

Things are getting busy, just when I have things I want to say! Lots of work on soon, so regular posting is paused, but will resume in a few weeks or so. Expect more game ideas, a bringing together of various ideas on dice rolling and the maths of it, an Oracle that we used just last night when playing our hacked version of In A Wicked Age, and hopefully (when I've worked out all the kinks) an original one-/two-page game that I might try and give a go later in the year.

Back soon!