Monday, 11 March 2019

Illness In Games

On Saturday morning I woke up with a cold. By tea-time I was hunched over in bed, shivering and shaking as my temperature crept up close to 40 degrees (nearly 104 if you're Fahrenheit-inclined). When I woke up on Sunday morning my fever was completely gone, but since then I've continued to have aches, pains, cold symptoms and general body discomfort. Nothing major, not compared to people in real distress, but enough to make me go "Urgh!" at the thought of doing anything.

(so of course this coming week is busy than the last two combined when it comes to my day job...)

But all of this got me thinking about illness in games - or more specifically, the fact that I can't remember EVER playing in a game where any character, mine or another party PC, got sick. People got injured, sometimes badly, but they never stumbled around through a cave because they had earache, you know? They never sneezed inappropriately due to complications from dwarf pox.

Maybe it would be boring. I remember that, as we were coming to an end of a small campaign in a D&D game, my character got petrified. There was about half an hour left in the session, we didn't know if or when we would pick it up again and so I sat there listening, twiddling my thumbs and calculating my character's weight now that he was stone and not flesh. I understand why I didn't roll stats or become a random pregen, but it was a little boring.

Maybe pretending to sneeze or wheeze or groan would be dull too. Simply adding a penalty to some rolls doesn't feel like quite enough...

...but I can imagine a little fun in character and NPC interactions maybe. Nevermind charisma rolls, but how does the High Priestess look upon you when you have dragon boils? Or even just a simple cold, with red-rimmed eyes, streaming nose and slight clumsiness?

Maybe getting sick in a game is a sign that you need to rest your character. You could push on through the jungle, try to find a trail to the Hidden City of Somewhere, but you'll make things worse. Three days of rest at camp should see you right though (of course, someone else might get there first...).

I'm definitely not an expert on games, not by a long shot, I just can't think of any games that I've played in, run or read which have rules for the consequences of simple (or complicated) illness.

Can you? What would you do if characters got sick?

Wednesday, 6 March 2019

The Last Days of New Paris (tiny review)

I enjoyed The Last Days of New Paris by China Mieville last week. It's a short novel, showing a brief period in a long Second World War: New Paris, 1950, where Surrealist manifestations stalk the streets, literal demons from hell stalk the manifestations, artist-freedom fighter Thibaut fights the Nazis and the Nazis do the kinds of things you can probably imagine the Nazis doing if they really were tapping into demonic and occult powers.
I know nothing about Surrealism, but the book certainly painted a picture with the descriptions of the city and the manifestations within. There's a fast-paced story with some neat mysteries behind the beautiful, almost-apocalyptic world that's presented. I think fantasy (and sci-fi)  novels work well when a lot of the work of understanding what things are is left to the reader. So when China Mieville starts by talking about "manifs" you instantly get that they are something weird, strange, maybe dangerous, and as time goes on you pick up their true nature. This drew me in, and has reminded me just how good a writer Mieville is. I've picked up Perdido Street Station to re-read on my Kindle some time in the coming months (it's a loooong time since I first read it).

If you're interested in art generally or Surrealism particularly then I imagine that there will be interesting things in The Last Days of New Paris. But you don't have to know anything: the book carries you along through the explorations of Thibaut and Sam. I was not expecting the book to go where it went, but was very glad by the end that it had.

There are tons of neat ideas for games here too. Literally drawing on the power of art, a Tarot deck that can be spent card by card for special abilities, invoking the concept of a branch of art, and the almost-golem-like exquisite corpse creature that Thibaut shepherds around - there's a lot to take away from this book!

Monday, 4 March 2019

Space demons! and other universal interlopers

At the edge of the solar system, impossibly, They are here, pouring through a hole in reality...

Humans rally their forces and wonder: can we beat them? Is this the end? And importantly, why are they here???
  1. Counter-humans from an inverse-universe determined to conquer our space.
  2. Insectoid menace plundering precious resources: humans!
  3. Blurred-edge fractal-flowers, AIs that want to be the only consciousness.
  4. Conceptual bubble-beings; they feed off maths and want more equations to devour.
  5. Swarm of nano-constructors; absorbing comet ice and space dust, and looking at that hot glowing ball of gas in the distance with hunger.
  6. Spike-ships colonised by ant-people parasite-pilots are searching for something good to drink: humans!
  7. Matriarchal anti-entropic space-pirates looking for a new star to turn into pure computronium.
  8. Macro-scale germ-hive searching for the ultimate infectees: whales! (or, if whales extinct: humans!)
  9. Cat-headed demons of the negaverse; searching for a great big saucer of milk.
  10. Aesthovores, art-eating twelve-legged spiders from dream-space; attracted by Earth culture and looking to farm artists from the closest source: humans!
Whoever They are, humans can't win. We can probably hide and survive in the ruins though...

(From notes for an old Into The Oort supplement idea I had. The canon Oort setting had no aliens, just leftover tech from older human communities, but commenters seemed interested in space demons and Other Menaces. The table also probably owes a debt to To The Stars, the shared game universe that I, David McGrogan, Patrick Stuart and others played games in years ago.)

Friday, 1 March 2019

Highlights of the D&D 5e Starter Set Misadventures!

A little over two years ago, Christmas-time 2016, I met up with Patrick Stuart and David McGrogan to have a meal, catch up and play something. Patrick suggested the D&D 5e starter set adventure. Dave and I had played a little 5e but weren't really familiar with the system. Over the course of a few hours things got weird...

*





Patrick: "You're a couple of adventurers taking supplies to a village... Do you want more than one pregen each?"
Us: "We'll be fine!"
...five minutes pass...
Us: "Who else have you got?"



*

We kill some goblins. My goblin-hating elf desecrates the shallow graves that Dave's responsible dwarf digs. We head to town and promptly leave the wagon in the open with one guard, not knowing that a gang of brigands roams the town after dark.


Violence follows.

The mayor is concerned that adventurers have arrived in town and started murdering the locals. We suspect (wrongly) that he is in league with the brigands. My chaotic elf wizard fakes a weird holy symbol to try and force a (non-existent) confession out of him. We persuade a brigand to help us out, but then fake a curse on him to try and ensure compliance. We get caught out but kill him.

*

Moving on to an area we think is the real source of the problems we encounter a strange creature. We need to tell deep, dark secrets to get past it. We invent things, getting deeper into our characters. One of us is a thief, another killed their goblin-deity worshipping grandmother.

Things get dark.

*


We rush into a wizard's bedroom and seize the advantage. We hurt him and then put him to sleep. He's the head bad guy. We tie him up, gag him and break his fingers - "just in case" - then when he still raises the alarm we drag him along with us because he knows stuff.

Some impressive visual cantrips scare away enemies, but then we're cornered by three larger foes. We take out one, and then two of our party are slain. Our last PC runs into the night, escaping with no friends, no treasure and no XP. She lives to tell the tale, but barely.

*

All of this happened over the space of about fourteen in-game hours. A series of seemed-like-a-good-idea-at-the-time choices, followed by instant regret, mayhem and disaster.

Maybe it was a mistake to desecrate the goblin graves.

Maybe it was wrong to push a prisoner down some stairs into a stone basement.

Maybe we should have thought through some of our plans more.

*

Editor's Note, two years later: It was a really fun game. I found some of this in a G+ post I wanted to see archived, and it seemed like it might give some amusement to the general reader!

Wednesday, 27 February 2019

Lamentations Of The Dogs In The Vineyard

G+ is on life support, so a few weeks back I trawled through every post I'd made in my 6+ years using it to see if there was anything that I wanted to archive.

I found about a dozen posts that were effectively blog posts I'd misplaced. One was an idea I'd loved but done nothing with. I think over the coming weeks/months/however-long-I-maintain-a-regular-writing-habit I'll expand on this concept and flesh it out as much as I can.

From a November 6th 2014 G+ post:
Prequel to Dogs in the Vineyard; early 1800s sandbox campaign in a largely unsettled counter-Utah; party are not-quite-Dogs; sent off by the church to convert isolated communities, make contact with the Mountain Folk and look into those odd reports of weird caves in the Border Hills.
BUT play with LotFP as base system (plus guns). Clerics are true believers, magic-users are the church's investigators into other stuff who are now a bit tainted, fighters and specialists are the useful novices.
And the weird caves are filled with things out of Lovecraft.
I'm a fan of the setting for Dogs In The Vineyard, and in the G+ circles that I used to read and the blogs I currently read I see barely a mention of it. I LOVE what the game is about, I love the idea of the Watchdogs and I think that Dogs is possibly Vincent Baker's best game - at least out of everything of his I've read. The game-setting-making process he leads the reader/GM through is magical. Going from simple prompts it steers your creativity without being prohibitive.

But while I like the basic stats and skills setup for Dogs, I found it really bothersome to keep on top of the dice pools. The rolls and re-rolls, the escalation. It could be tense sometimes, but at others it was just eight or nine dice on each side clattering and trying to find an exception as no-one backs down.

So why not mix a little Old School goodness in to the blend to simplify some of the mechanics? Why not use D&Dish stats? And since LOTFP has a system that uses equipment and assumptions about a similar background period of history, why not "simply" perform an RPG transplant operation?

Why not write about this in bits and pieces over the coming however-long-I-maintain-this-blog-yadda-yadda-yadda?

Why not.

Monday, 25 February 2019

The Passage of Time

A long time has passed! Perhaps mysteriously... The party can't account for the gap in their collective memories. What has happened?
  1. They've skipped forward in time, a simple time slip (just like anything magical is "simple" right?) What were they last doing? How have things unfolded in their absence?
  2. They were kidnapped by strange beings! Fragments of memory will return to them every d6 days. 10% chance that any sleep will result in nightmares of things they can't explain.
  3. Their possessions are all missing and they have unexplained bruises on their heads. Bandits probably? But fairly untidy ones as there's a 75% chance that someone who looks will pick up signs of a trail leading to the hideout.
  4. Pockets are searched. Half a note says, "Don't think about it, or-" and the rest is burned away. Another scrap says, "-the tailor or the innkeeper-" while a third slip of paper lists everyone's name under a WANTED FOR SKULLDUGGERY AND DEEDS MOST FOUL banner.
  5. "Friends! There you are!" A jovial man walks towards you, his manner is regal but his dress is not. "Ah, what a week we've had eh? Eh?!" He pats his pockets. "You've all been most kind, most kind indeed, but it seems that there's the small matter of my retainer, yes?" His eyes narrow and his hands rest lightly on a pair of short swords. "As discussed, my friends, yes?"
  6. They got busy doing one thing and another, meandering from this and that to modest successes and small failures, surviving all the while and now here they are. Hazy, but happy, ready to continue.
I rolled a 6.

Friday, 27 January 2017

Catz

I like The Black Hack, and I think The Cthulhu Hack is a good read for combining a simple ruleset with a bit of focused setting and tone. Of all of the *Hack products I've seen so far, The Cat Hack has hit me the most as a game that I want to run. In 16 pages you've got rules, a theme, some neat innovations around equipment, magic and more. The classes are really clever, and not just feline versions of fighters, rogues and so on. The Cat Hack stands out to me as something to be explored - you could read it once quickly and miss a lot. If you get it, take your time when you read it, there is a lot of really neat stuff in there.

I'm going to run it sooner or later; I have a particular setting in mind for a game of it though. I like The Walking Dead and real-world zombie fiction, and there's something neat in my mind of mashing that with The Cat Hack. The dead rise, the humans in a neighbourhood are scared and wondering what to do when Mr Jones starts snarling and chasing after his wife with blood running down his face - and a group of cats work to try and help their owners escape and survive. I've no idea where it would go in play, although I would lean on it as being serious rather than a comedy game (even though the PCs would be semi-mystical cats).

I want to find out how well it might work for a setting. I have a three week gap in my "working away" schedule coming up, so if I can find a good day there, I might try to run it on G+/Hangouts. Stay tuned, drop me an email or comment if you're interested.

And check out The Cat Hack: it's small and perfectly formed, interesting and innovative and it's $1.95 on DTRPG! Total bargain!

Thursday, 26 January 2017

Signals From Noise (1)

I've been thinking about ships in Into The Oort a lot for the last week. I had a lot of fun a while ago writing down names for a d100 table of ship names (it will surprise no-one if they see that table that I like the Culture novels), and I now have a d50 table of "ship classes" too, in the sense that the Enterprise D is a Galaxy class ship, Luke Skywalker flies an X-Wing and so on.

Say you have a random encounter with a ship and roll some thing from a few tables quickly. It comes back with, say, 20 metres long, rocket-shape, stats are 10s across the board except for a thick HULL of 14. Two laser banks. Another quick roll, it's part of a notoriously inept pirate militia - but where did they get their hands on a decent ship like that? Mystery...

Anyway, you roll on the d50 ship class table and that tells you it's a Caliban class ship - and from this point on, if you meet another Caliban class ship you can expect it to have similar stats, shape, size and armaments. Caliban can become a kind of shorthand in your game.

(of course, they might not only be used by pirates: a border patrol for a polity seven hexes over could have a whole fleet that they have retrofitted with fast drives; comet miners might have one with a ridiculously oversized gun installed to deter thieves - the class just offers a broad baseline)

Ship names and classes are fun to think about. Mechanics and shipgen less so. Finding a way to make ships as nice as PCs from a game of Into The Odd, mechanically speaking, is interesting and tricky. If someone rolls stats for a character, they can then interpret them when it comes to describing their physical appearance - and that's OK, because they're going to be playing that role after all. They won't be playing a ship. My original design idea was to have three stats for ships, HULL, DRIVE, SCAN - which almost mirror STR, DEX, WILL from Odd - and to have regenerative shields, SP, replace hit points. So in the midst of a fight the shields then the HULL takes damage, but assuming the power is up and the ship can get away, the shields recover and then the HULL has to be repaired.

But what about crew size? What about ship size? What about cargo space? I'm happy to have black boxes for a lot of features - power, life support, gravity - but I think having something mechanically that determines crew, ship size and cargo space features in ship generation is useful (as well as some thoughts about how that could mechanically impact things in play; how well can someone fly the ship with only a skeleton crew?)

And while it is nice and neat to have stats for the ship, do we need someone who is acting as a pilot or captain? Probably. If the ship takes a hit does everyone onboard roll to avoid taking some kind of damage? Maybe.

But I'm getting ahead of myself. At the moment I'm looking for something simple to generate ships, both for players and for the GM who is creating encounters in play and prepping them before play. I've asked a fair few questions in this post. In the next post I'll try to pull some answers together.

Friday, 20 January 2017

A signal reaches out from the Oort Cloud

I posted this on my G+ feed last week, but forgot to make an actual blog post.


The main part of that message reads, if you're interested:

01001001 01101110 01110100 01101111 00100000 01010100 01101000 01100101 00100000 01001111 01101111 01110010 01110100 00001010 01000001 01110010 01110010 01101001 01110110 01101001 01101110 01100111 00100000 01101111 01101110 00100000 01000101 01100001 01110010 01110100 01101000 00001010 00110010 00110111 00100000 00110001 00110000 00100000 00110010 00110000 00110001 00110111

Feel free to decode and share. TL;DR - I've given myself a deadline to motivate me finishing Into The Oort. I think it's workable. And when I announced this last week, the time between the announcement and the deadline was the amount of time it takes a radio signal to go from the Oort Cloud to Earth. It felt right.

The to do list:
  • Really figure out what does and doesn't work in my current framework for the game.
  • Figure out what I know I want but don't have yet, and fill those gaps.
  • Experiment with Scribus to look at layout options with that (everything so far is in an OpenOffice document).
  • ART! I want a lot. Which means contacting artists. I'm making a list of the kinds of pieces I think would be good, then checking portfolios. I have one or two names in mind already.
  • More playtesting. In particular spaceships and travel. Things are not as concrete in that respect yet and they need to be.
  • A playtest pack. Aim for this to be done, in one form or other, for mid-March. Yeah, I know, I think I said that last year. But this year it will be.
Want to know more about Into The Oort? Drop me an email, or a comment, or something. Oh, and I've extended my January Sale on print copies of the zine to the end of the month. Sales help build the art fund for Into The Oort - if you want any or all of the first three issues of A Random Encounter with a little money off then buy them from the sale page. I'll even throw in a print version of Oddpool too!