lategaming

Staying up late. Doing the gaming thing.

Ransom

Commentary, Industry 2 Comments »

The idea of ransoming game material is definitely new and innovative. It’s being done rather successfully by Greg Stolze for his Reign supplements and there’s a Delta Green book ‘Targets of Opportunity’ which is being funded this way as well.

Shane Ivey wrote:

“If we collect enough “pledges” through Fundable.com to cover the various and high costs of manufacturing “Targets of Opportunity,” we’ll do it now. For each pledge, we’ll ship you a copy of the book by priority mail. (Or by airmail for fans outside the U.S., but the pledge needs to be higher to make up for the high cost of shipping.)

If this doesn’t work, we’ll hold off on it until we save up enough cash the old-fashioned way to release it. That would be … later.”

The 1000 copies of Targets of Opportunity will generate probably $35 000 of revenue. Take away fees for (6) writers and (1) artist and the cost of printing and it’s a small profit for the company.

Would I pledge? Yeah, except it’s DG material which puts it safely in the hands of kinnygraham. I’d only be tempted to read it if I got it.

Some naysayers describe it as a begging bowl. I disagree. Palladium did a begging bowl previously where they asked their fans to just send them money, old socks or whatever because you love them so much. For that you got very little. This is simply pre-pledging for a book, making a tiny profit and making sure that if 1000 copies are printed, then there are enough people out there to buy them.

I think it’s a good plan, though obviously with the names they have involved and the following they have with Delta Green (now the de-facto modern Cthulhu setting), it’s about a million times easier. Greg Stolze does his Reign supplements for $1000 a pop which he tends to meet quite quickly.

This idea really meets up with the ‘1000 fans‘ which I wrote a couple of months ago. 1000 fans buying $100 worth of books from you every year is a living, no? And what is $100? A main hardback book and 5 or so small booklets? As I said elsewhere - this isn’t about scamming $100 out of every fan you have but of working hard, getting good quality books out there and reaping some rewards. Obviously the RPG market is a tiny fraction of the music market but for some, it just might work (especially when you consider I’ve spent probably £200 (nearly $400) on RPG books* in the last six months.

*Maxx supplement, Saipan supplement, Sufficiently Advanced, Deathwatch 2000 Supplement, Reign, Thousand Suns, Psi World, Grimm, Dark Heresy, GURPS WW2, another GURPS WW2 booklet, Will To Power, Godlike GM screen and about $100 of PDFs just for starters…

23L Superhumans

23rd Letter, Commentary, Supers No Comments »

Having some spare time yesterday evening I resurrected some of my notes for ’superpowers’ in T23L. It wasn’t part of the plan to have 23L superhumans - though I was accused by Jeremy of writing my own ’supers’ game when we published The 23rd Letter. We did have quasi-superhumans in the form of the Furies and the Terata but nothing was ever done with them.

Some of the thought process for the superhuman system was taken from the Amber system. I quite liked the way their stats were arranged:

  • Human - covering the full range of Human ability
  • Chaos - stronger than any human
  • Amber - stronger than both Chaos and Human
  • Ranked - allowing you to be a stronger Amber-ite, perhaps even the strongest.

For 23L/Supers, I envisaged a triple scale over and above the abilities of Humanity.

The 23rd Letter has a range of 1-7 for human endeavour. Given the media it is trying to emulate, I expanded this to 1-9 so that there could be some decent Batman/Captain America/peak of human ability in there. The rationale obviously was that someone with Strength of 1 would be weedy and weak whereas someone with Strength 9 would be sprouting muscles on their muscles!

I added a second level, Superhuman 1 (also called Basic) which covered the range from 11-19, inferring that even the weakest superhuman was still stronger than the strongest human. All individuals with Strength at Superhuman 1 would be of similar strength ability - the second digit giving you an idea of the amount they had ‘worked’ it. Someone with Strength 11 would probably be able to press a ton and could be thin and unmuscled. In comparison someone with Strength 19 would be heavily muscled or, at least, tremendously toned and should, in theory have better control over their strength.

I then added a third level, Superhuman 2 (also called Advanced) covering the range 21-29 and a fourth, Superhuman 3 (also called Master) for very high level supers.

This also extended to the Powers they would have. And even within powers there were powers that may not be available to all superhumans (essentially the first generation superhumans had access to some powers and could get very competent with them, later ‘model’ superhumans had access to better powers but didn’t have as much opportunity to become skilled with them). The Powers were in broad categories like ‘Flight’ or ‘Coordination’ or ‘Strength’. Each power would have a description of ‘Basic’, ‘Advanced’ or ‘Master’ and were meant to be built as packages, e.g.

  • Basic Flight - the character can fly up to 70 mph.
  • Advanced Flight - the character can fly at up to Mach 1. He also gains modifications to his body to better enable this, skin toughness and resistance to wind chill and friction. The player can buy Basic Coordination at half cost.
  • Master Flight - the character can fly at virtually unlimited speeds. He is resistance to the effects of this travel, gaining Basic Resistance for free. The player can buy Basic or Advanced Coordination at half cost.

Like in The 23rd Letter, the ‘powers’ were tied into the game world so that someone with Basic Strength (boosting them from Strength of 1-9 to Strength of 11-19 as well as other benefits) would be called Achilles-class. Someone with Advanced Strength would be Talos-class. A Master-Strength superhuman might be Heracles-class. A Heracles-class superhuman might have other benefits too, like being virtually impervious to harm.

This was the basis of the system of ‘More Than Human’ which was on the LateGaming site for years (since about 2001 when Jared put together the first edition of this web site) but now comes uncomfortably close to the as-yet-unreleased ‘Beyond Human’ touted by Eden (which will undoubtedly come to market around the time we release whatever this game turns out to be - if history (Zombi vs All Flesh Must be Eaten) is anything to go by.

I’ll post more on this later.

Hawt babes of Star Trek: The Original Series

Commentary No Comments »

Flickr link

We will NOT be using these as guidelines for aliens represented in Refugee and Frontier.

Mutants and Masterminds.

Commentary No Comments »

Every now and then, someone asks on the RPG.net forums…

What’s the best supers game?

and every time the Mutants and Masterminds people come out of the woodwork to tell us that M&M is not a d20 game. It doesn’t have levels, hit points or attacks of opportunity. Now…this last one is a D&D specific thing but Levels and Hit points are a staple of D&D games.

Mutants and Masterminds has ‘Power Level’ which affects the following:

  • Attack Bonus
  • Defense Bonus
  • Save Difficulty
  • Toughness Save
  • Fortitude, Reflex and Will Saves
  • Skill Rank
  • Ability Scores

It also tells you how many points you can spend on powers.

Also, on page 25…

As the heroes earn additional power points through adventuring, the GM
may wish to increase the campaign’s power level, allowing players to spend
some of their earned power points to improve traits already at the cam-
paign’s limit. Not raising the power level forces player characters to diversify,
improving their less powerful or effective traits, and acquiring new ones,
but it can make the players feel constrained and the heroes to start looking
the same if it isn’t raised occasionally. Increasing power level by one for
every 15 earned power points is a good rule of thumb, depending on how
quickly the GM wants the player characters to improve in overall power.

Hm, so it has levels, but they’re not used in the traditional way. You start out at a certain level and ideally fight foes of a similar level. It’s a bit like starting out making D&D characters at a certain level so you can play a particular scenario and then never really bothering about the XP thing. I dislike XP systems a lot.

As for Hit Points. It seems it’s true. There’s no Hit Points. There are ’saves’ against damage ad things called ‘Damage Conditions’ but without buying the book, I’m unlikely to find out what they really mean.

I’m still not struck on the Feats but it has improved since M&M1e. For my money, however, I’m going to stick to trying to use Wild Talents.

Solo: The Hero’s Journey (Part 2)

Commentary No Comments »

mj: I do wonder how superheroes pay their way
aidan: Ever see ‘Dead Like Me’ ?
mj: one or two eps
aidan:They addressed that a bit.
mj: didn’t they all have to have full time jobs?
aidan: Pretty much :-)
mj: See, that would suck…
aidan: shrug
aidan: But it’s realistic
aidan: In my character’s case, his wife probably earns a substantially larger wage.
mj: We know our Solo works at Borders. But wife is ‘generic lecturer’
aidan: Yes.
aidan: Let me pick a subject.
mj: I reckon we should attach the R-map as a graffle on the page as well. Thought is that when we add new material we can update. I’m going to want to add in stuff is all.
aidan: Yes.
aidan: Economics.
aidan: http://www.econ.lsa.umich.edu/econ/
aidan: She’s not tenured.
aidan: His daughter is in Kindergarten.
mj: What ages are you?
aidan: He’s 35, she’s 34, daughter is 5.
mj: what else do we need to cover? Siblings?? Living family? Best friend?
aidan: Yep. He has an older sister. Parents are both still alive.
aidan: Friends: he has a good relationship with the other staff at the store, but not much beyond normal colleagueship. His best friend moved to Los Angeles after college, to practice law. They were both law students. My character didn’t want to be a lawyer after going through law school. He got involved in the 1994 congressional elections toward the end of college. Which was how he met his wife.

Next, we give them all names…

225 days

Commentary, WotW: Earth No Comments »

SI 1995/3297, also known as “The Duration of Copyright and Rights in Performances Regulations 1995″, this UK law came into effect on January 1st 1996. At its most basic, it extended the copyright for any written work from 50 years after the author’s death, to 70 years. Any work which had already become public domain prior to 1st January 1996 remained public domain.

H. G. Wells died on the 13th August, 1946. All of his works thus missed becoming public domain in the UK by 225 days, and now remain copyright to his estate until 2016. Bizarrely, his works are public domain in the USA.

We’re currently investigating whether it is still feasible to publish War of the Worlds: Earth after learning of this curious quirk of legality.

Bigotry?

Commentary 3 Comments »

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

Commentary, GM, Game Design, WatchTower, WildTalents/Godlike No Comments »

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

Commentary, Cool, Game Design No Comments »

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?

Commentary No Comments »

What the fuck is this all about?

Damned if I know.