lategaming

Staying up late. Doing the gaming thing.

Bigotry?

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This post surprised me

But I think I’d have a real ethical problem role-playing in a world that was Christian-realist. - some dude on RPGnet

There are reasons why I find this odd.

Most gamers will play in a setting where some sort of religion is real. Think about it, this covers any fantasy setting which refers to gods from which player characters can draw magical power or where faith in a god has a direct effect (I’m thinking D&D, Runequest and Ars Magica here)

Ars Magica is certainly as “Christian-realist” as Testament. As are most of the World of Darkness settings.

As someone who would self-describe to humanism (note the lower case ‘h’), I don’t believe in any religions per se because I don’t believe in supernatural mumbo-jumbo that can’t be measured or experienced by me. I’m willing to subscribe to the doctrine of faith in science because a significant amount of science has been demonstrated to me first hand, I’ve practiced it’s lore and, perhaps the best reason of all, it is peer-reviewed.

Why would someone have problems with playing in a world that was Christian-realist?

Well, it has to be some deep seated bigotry there. Why else would someone have that reaction? Did someone persecute him? Or did he just look at the atrocities performed worldwide for the last two thousand years in the name of Christianity?

At it’s fundaments, Christianity isn’t a bad idea. It’s essentially ‘love god, and love other people’. It’s a social religion in that aspect. But like all good ideas, humans manage to fuck them up.

Testament, Creed and Rapture are all about how the GOOD people are gone. These are the people who lived their lives according to the tenets of ‘love god and love other people’. Chance are, these are not your common-or-garden Christians that you’ve come to know and resent. They’re not going to be holier than thou. They’re not going to be the sort who walk past a homeless person without giving up their coat or whatever. So in essence, the people who behave badly to others, Christian or not, are still on Earth.

It’s not a game about religion. It’s not a game saying that Christianity is right. It’s about saying that something has happened to the world and the truly good people have been taken from it (by God or aliens or whatever, it doesn’t matter). And it’s just the rest of us who are left behind. Someone in the thread mentioned a Left Behind RPG. I don’t really know what that is.

Superheroes can be dicks

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Forget Iron Man.

PJ pointed me at the new Hancock trailer.
It’s true, Hancock has gone from being a “Wild Wild West” kind of camp nonsense movie to a movie I’d really like to see and a game I’d like to run. That said, Iron Man, much more than the Fantastic Four or Spider Man has always been a bit of a dick when he was Tony Stark - and I loved reading his stories for it.

(He also links to Superdickery)

Superheroes are often dicks.

In the first Watchtower game, there were really three ‘dick’ moments. None of these were bad on the part of the player and they made for some excellent role-playing moments but they represented times when the superhero did things that were unexpected.

  • Gavin’s first character, Atomic III, was a non-powered descendant of a dynasty of superheroes. He worked hard, he built himself some superpower-providing devices and he started doing what superheroes do - prowling around trying to find people to pummel. In the end this played out very well as he went a little power mad, fueled by his ‘power inadequacy’ where, even though he was the most powerful of the heroes due to his devices, it wasn’t enough. He ended up becoming a villain and threw a train at the player characters (one of whom were superstrong or supertough). Then he killed their healer. Ouch. Gavin has an amazing sense of comedy for these kinds of things.
  • Gavin’s second character, Wraith, was a cross between Batman and Hawkeye (but ten times cooler than Hawkeye). His actual power was the ability to be invisible and undetectable. He could sneak into places, collect evidence that was inadmissible in court and then when the criminal was acquitted, despite being guilty, Wraith would follow him home and thrash him into unconsciousness. On one absolute gem of a game, Wraith sneaked into a woman’s house (he suspected she was the supervillainess Malice) and then when nothing untoward happened (she got home, put away her groceries and sat down to watch TV), rather than sneaking out, he just turned off his power in the middle of her living room. He appeared, she freaked out and he admitted he was her creepy stalker. Turns out she was actually Malice. Go figure.
  • John Dean’s character, Ebony, discovered that his teleport skill also worked for time travel. Note to other GMs: I was a lot younger and lot stupider and had never really given unlimited time travel to players before. The ‘dick’ moments came when the player characters, after traveling into the past and modifying the future just….couldn’t….stop…..going….back to tweak things to their preference. Jade Dragon lost his restaurant, then got it back. Wraith discovered he was dating and co-habiting with Malice but had no memory of their many-month relationship. I think they all deserved to be ‘dicks’ but the biggest dick of the lot was the GM. Oops.

In the more recent WatchTower game, they all had their fair share of dickery though Paul’s character, Balance (the priest with uncanny matter shaping abilities) probably had more moments which, though caused for the most part by the possession and emotion control powers of the villain, were roleplayed brilliantly. Like when he completely blasted the whole team and caused their flesh to slough off. That was beautiful. Or when he sealed mind-controlled proto vampires in an underground tunnel (rather than seeing if they could be cured). He was decisive, let’s be honest.

I like flawed characters, especially in superhero games because they can be flawed in much more effective ways. If you’re a dick in a Zombi game, then no-one cares because you could just be left outside at some point and that would really ruin your picnic. If you’re a dick in The 23rd Letter, again, there’s a damage limitation as even psychics don’t get an easy break. It ain’t all fun being an Esper.

But in a Superhero game, you’re often the possessor of a unique ability (at least within your team) and that means you’ve pretty special. When you’re pissed off and do something about it, people notice.

We (Aidan and I) going to try playing a Superhero game online in the next couple of weeks. One player, one GM (for a while at any rate). I’ve asked Aidan to think of a character and some of the things he wants to do, or components of the world we will be playing in. I’d have asked him to do it in Wild Talents colour codes but, frankly, I’m not very keen on them and also he doesn’t have the book so it would be impenetrable to him. (It does make me want to create a ‘world builder’ for superhero games. I have it in my head how to do it (and it could be done in software too - a simple web form, oh yeah!))

I wonder about the playability of a world where there is one superbeing. And he’s the player character. Who are you foes? Do we spend more time looking at interpersonals? Do we add ‘reality’ while accepting that there is one guy in the world who can chew through steel? How does he live? How does he pay his way? Handouts?

I don’t know what Aidan will bring to the table but I’m excited about the opportunity to play a bit more.

Creed/Testament/Rapture - queries and comments

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It’s always nice to get some kudos from people you respect and Balbinus on RPG.net has come through again with Creed/Testament/Rapture - queries and comments.

He has a few comments, mostly clarifications and does make me realise that the character sheet I provided for Creed was entirely inadequate. Or, if I meant something else I should have noted it by pre-filling in one of the sheets.

It puts me in the mood to work on something - like tidying up Creed and maybe even finishing the text for Rapture. I’ve already got so much on my plate (getting a new job, house stuff, kids, never mind working on War of the Worlds) that it should be the last thing on my mind. Ahem.

It was also cross-posted to TheRPGSite. I reckon I should hire Balbinus as my publicist.

It is about the boobs or the invasion of personal space?

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What the fuck is this all about?

Damned if I know.

WotW: Earth - Vox Populi

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“Have you seen my Jim? Have you seen him? My son? About four feet tall, blond hair, covered in freckles? … what about you, sir? Have you seen my Jim? He’s about four feet tall–”

- worried mother, Ealing, Day 1 after the end of the invasion

“We opened fire with the mortars, next. I tell ya there was nothing like that feeling when we first got one of ‘em. After that bleedin’ Heat Ray had wiped out ‘alf the squadron, including Sergeant ‘arkins, remember ‘im? Sometimes I wish those Invaders ‘adn’t all been killed by the measles, or whatever it was. That way, we’d get to kill ‘em proper.”

- Corporal James Walker, East Surrey Regiment, Day 10

“The wing itself is curved like a teardrop, causing the air to move over the top of it. The air below the wing is thus at a lower pressure than the air above, causing lift. It is brilliant in its simplicity, and eminently reproducible.”

- Hiram James Maxim, addressing the Royal Society, Week 3

“Of course I’m sure. I ‘ad it from Bert Tate’s sister, y’know the one with the big ears, who ‘ad it from her brovver-in-law. ‘E’s a sergeant in the Buffs and ‘e saw one of the Fightin’ Machines go down into the water near Margate. There’s been nothin’ about anythin’ being recovered in Margate. I reckon we could make a bloomin’ fortune.”

- overheard in a pub near Canterbury, Week 5

“If you thought Black Strawberries were strange, you should see the Black Barley that’s growing round our way. Not sure I’d drink the Black Beer that might come from it.”

- farm hand, Sussex, Week 37

WotW: Earth - The Death Of The Martians

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“My knowledge of comparative physiology is confined to a book or two, but it seems to me that Carver’s suggestions as to the reason of the rapid death of the Martians is so probable as to be regarded almost as a proven conclusion.

At any rate, in all the bodies of the Martians that were examined after the war, no bacteria except those already known as terrestrial species were found. That they did not bury any of their dead, and the reckless slaughter they perpetrated, point also to an entire ignorance of the putrefactive process. But probable as this seems, it is by no means a proven conclusion.”

It is my firm belief, in the face of the evidence presented, that a Martian could survive on Earth, in our air, indefinitely. In our post-mortem examinations of the Martian carcasses, we discovered three facts.

  1. The Martians possess blood, as we men do, and utilise the molecule Haemoglobin for transport of essential gases around the body for they too metabolise oxygen gas in order to generate energy for movement and thought.
  2. The only bacteria present in their systems were similar to those present in the normal human flora and fauna. There were no signs of abnormal tissue necrosis.
  3. The Martians studied suffered from intravascular coagulation following their injecting of Human blood. This would have caused them severe pain and eventually proved fatal.

It is therefore my belief that the Martians lacked foresight into their food supply upon Earth. It is entirely possible that with appropriate treatment, perhaps rivalling Landsteiner’s seminal work on blood typing and coagulants, the Martians may be able to safely inject Human blood. It is not known whether animal blood will have the same effect as we have no test subjects.

The urgency remains that in the event of a second attack, if the Martians bring blood purification devices or even more of their common biped food supply that we will not escape so easily.

WotW: Earth - Weapons of War

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“Neither is the composition of the Black Smoke known, which the Martians used with such deadly effect, and the generator of the Heat-Rays remains a puzzle. The terrible disasters at the Ealing and South Kensington laboratories have disinclined analysts for further investigations upon the latter. Spectrum analysis of the black powder points unmistakably to the presence of an unknown element…”

The disaster at Ealing laboratories was the first attempted removal of the Heat Ray device from a Fighting Machine. What is known is that, despite the dormancy of the machine, the power generator was still active and caused an explosion which claimed the lives of the entire scientific team.

The second disaster, at South Kensington, involved the death of only one technician but caused many thousands of pounds worth of damage. The power generator device and heat ray had been decoupled from a fighting machine but upon activation it was found that there are sensitive control mechanisms within the cowl of the machine. As many of the components communicated with the power generator using unknown wireless means, this was an understandable error.

For the next few months, all investigations of the Heat Ray have been within the confines of intact Fighting Machines. Thankfully, there were still several of them with which the military scientists can work. Even with this limitation, there were amazing breakthroughs in the areas of adaptive hydraulics and inorganic ‘muscular’ machines for lifting and loading.

In an unparalleled level of co-operation, the Government permitted the Americans to send some of their top men to view the Martian devices. These scientists worked with the Naval Science Liaison, Harry Matthews, and successfully decoupled the Heat Ray from the generator. One of the scientists involved, Nikola Tesla, would later ‘defect’ to the United Kingdom in order to spend more time with the technology, a move which caused strained relations with the Americans for several years. Treaties of mutual co-operation and sharing of technology were only a partial solution and the scientists were forever escorted by bodyguards due to the danger of espionage.

Tesla and Matthews quickly became the acknowledged worldwide experts on the process of understanding and reproducing Martian technology.

WotW: Earth - The Flying Machine

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“The sun sank into grey clouds, the sky flushed and darkened, the evening star trembled into sight. It was deep twilight when the captain cried out and pointed. My brother strained his eyes. Something rushed up into the sky out of the greyness–rushed slantingly upward and very swiftly into the luminous clearness above the clouds in the western sky; something flat and broad, and very large, that swept round in a vast curve, grew smaller, sank slowly, and vanished again into the grey mystery of the night. And as it flew it rained down darkness upon the land.” - Chapter Seventeen: The Thunder Child

The atmosphere on Mars is much thinner than on Earth and despite the lower gravity, it would be almost impossible to engineer a glider to achieve aerial transport on Mars. It is a testament to the cerebral abilities of the Martians that they were able to engineer and build a flying machine in a matter of weeks following invasion. While our best minds on Earth, with years of experience manage to glide awkwardly, these invaders soared!

The Flying Machine was salvaged from the pit and moved to a British Army training ground for study. While scientists and engineers from all around the world clamoured for access to Martian technology, the Army sought out Hiram Stevens Maxim, an American-born inventor who had invented the Maxim machine gun and had spent over a decade working on winged flying machines up at West Norwood. Maxim was a portly gentleman with a bushy white beard and unkempt hair. He could often be seen pacing up and down past the massive sheds which housed the Martian machine and his many decidedly-earthbound prototypes, bawling loudly at his assistants. He would work twenty-hour days and expect the same of his staff: as well as insane, the man was profoundly deaf! He proposed to meld the design of the Martian machine with human engineering principles - adopting the work of Elling and Barber in the production of a reliable turbine engine.

It took months for Maxim to produce a flying machine which could be operated by a human. But then, what a sight!

WotW: Earth - 21 Days of Invasion

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The Narrator of the book was close to one of the arrival sites but this was not necessarily the most active site. He also spent more than two weeks (or a three week invasion) hiding in a collapsed house. He was not the first to discover the dead Martians at the end of the invasion and perhaps was even one of the last. We have to speculate what else happened during the time he was hiding and we have only the barest hints from the book

Week 1
This period is overshadowed by killing and destruction as the Martians make their presence known and start to cow the human populace and deter any efforts of the Military to gain any meaningful intelligence on their movements. The Martians spend this time constructing their machines to defend themselves and then set about building their towers and handling machines. The Humans, when they are roused from their overconfidence in the stability of their way of life are immediately routed and the roads fill with refugees. Some individuals attempt to hide among the ruins. Others still try to fight, joining the hundreds who have become an informal militia, both under-equipped and relatively low of morale considering the onslaught of crushing defeats. Armed with only relatively static and heavy guns, the defenders have to face the physical might of the Fighting Machines as well as the dreadful gaze of the Heat Ray and worse, the deadly caress of the Black Smoke.

Week 2
The Martians start to establish themselves and build their main factories. They shift their production facilities at the cylinders to constructing Handling Machines which process their raw materials as well as herd their ‘food’. They have built great cages into which the Fighting Machines deliver hundreds of frightened humans daily. The Handling Machines also start to collect and manufacture food for their human herds, raiding homes and shops at first and then upon analysis, producing it from the earth itself. These captive humans are under constant threat of death but after the first few days of captivity, their cries and wails die down as they become resigned to their fate. For those who misbehave, food and water are withheld from an entire group and that quickly becomes the leveller. Most relevantly, the Martians have exhausted all other food sources and start to feed upon their herds.

Week 3
The Martians are already deep in decline and the Red Weed itself seems to be suffering from a similar malady. Though the Martians never managed to adapt to our gravity, it is noted that they have become excessively lethargic, even their Handling and Fighting machine seem to spend long periods resembling statues. And in some cases, their installations are completely abandoned. Cage farms quickly become the domains of petty warlords, those who are strong and charismatic enough to mobilise a breakout and take control. At the same time, the remnants of a once-proud military nation start to creep back to their cities and resume their lives to find domains carved out of neighbourhoods, the destruction of homes and landmarks, the looting of food and valuables. There is also the opportunity cost as the British Empire is upon it’s knees at home and lifting it’s head once more just as news of it’s fall was reaching the colonies.

Social Class in WotW:Earth

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War of the Worlds: Earth is set at the dawn of the 20th Century. You have the legacy of Victoriana, the sunset of the British Empire and the rise of other nations including the independence of former colonies. Even back then, state education was available to all, the British Empire (even as late as 1921) held sway over nearly half a billion people and covered about a quarter of the Earth’s total land area. Britain became a global policeman (the origin of Pax Britannica) and due to it’s prominence in world affairs became increasingly influential even in economies where they held no sway. Remnants of their influence are felt worldwide in legal systems, economics, the military, educational reforms, sports and most obviously in language.

We have to remember, however, that War of the Worlds: Earth paints a post-apocalyptic picture of Britain. The Government had, for the most part, fallen during the invasion which lasted merely three weeks. Refugees streaming out of the flaming cities would be a melange of social classes with Lord and Lady mixing up with paupers and cadgers. The rigid barriers of society were shattered and with everyone seen in the same light, broken spirited and soiled from their rout from home, it was not possible to tell apart Prince from pauper.

Afterwards, rebuilding society would have been incredibly difficult with thousands dead or missing and even those who returned to their homes would not always be the same. What right of ascendancy did the nobility possess when all were equalised by the invaders? More than anything, the new society of the 20th Century must embrace the potential for revolution, for regime change.