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	<title>lategaming &#187; 23rd Letter</title>
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		<title>Awesome bollywood movie trailer is awesome</title>
		<link>http://www.lategaming.com/2011/01/31/awesome-bollywood-movie-trailer-is-awesome/</link>
		<comments>http://www.lategaming.com/2011/01/31/awesome-bollywood-movie-trailer-is-awesome/#comments</comments>
		<pubDate>Mon, 31 Jan 2011 19:15:25 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[23rd Letter]]></category>
		<category><![CDATA[The 23rd Letter]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=797</guid>
		<description><![CDATA[I'm not sure I ever need to watch another action movie again. That said - anyone interested in making a t23L movie?]]></description>
			<content:encoded><![CDATA[<p><iframe title="YouTube video player" class="youtube-player" type="text/html" width="494" height="308" src="http://www.youtube.com/embed/svOlz2ei4Yk" frameborder="0" allowFullScreen></iframe></p>
<p>I'm not sure I ever need to watch another action movie again.</p>
<p>That said - anyone interested in making a t23L movie? </p>
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		<title>Asshat Paladins blog</title>
		<link>http://www.lategaming.com/2010/03/11/asshat-paladins-blog/</link>
		<comments>http://www.lategaming.com/2010/03/11/asshat-paladins-blog/#comments</comments>
		<pubDate>Thu, 11 Mar 2010 06:37:30 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[23rd Letter]]></category>
		<category><![CDATA[CrucibleDesign]]></category>
		<category><![CDATA[The 23rd Letter]]></category>
		<category><![CDATA[Crucible Design]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=655</guid>
		<description><![CDATA[Matt Borselli has a quick writeup of his experience with Crucible Design, and more specifically The 23rd Letter, on his blog, AssHat Paladins. I enjoyed chatting about it - getting involved in my own narcissism obviously - and it brought back a lot of memories. Part two will be out in a week or so [...]]]></description>
			<content:encoded><![CDATA[<p>Matt Borselli has a quick writeup of his experience with Crucible Design, and more specifically The 23rd Letter, on his blog, <a href="http://asshatpaladins.blogspot.com/2010/03/my-collection-23rd-letter-part-1.html">AssHat Paladins.</a></p>
<p>I enjoyed chatting about it - getting involved in my own narcissism obviously -  and it brought back a lot of memories.</p>
<p>Part two will be out in a week or so so subscribe to his blog if you want to catch it.</p>
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		<title>Superheroics</title>
		<link>http://www.lategaming.com/2008/11/08/superheroics/</link>
		<comments>http://www.lategaming.com/2008/11/08/superheroics/#comments</comments>
		<pubDate>Sat, 08 Nov 2008 17:40:56 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[Supers]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=455</guid>
		<description><![CDATA[I've been reading a lot and prepping my 'superhero' game and though I love the concept of GODLIKE and Wild Talents, it's really turned into an exercise of accountancy. I don't like point buy systems which encourage you to minmax. I'm frustrated by this because I can't therefore find a system I want to use. [...]]]></description>
			<content:encoded><![CDATA[<p>I've been reading a lot and prepping my 'superhero' game and though I love the concept of GODLIKE and Wild Talents, it's really turned into an exercise of accountancy.</p>
<p>I don't like point buy systems which encourage you to minmax. </p>
<p>I'm frustrated by this because I can't therefore find a system I want to use. And that means I'm going to have to stop procrastinating and write my own. I'd already done <a href="http://www.lategaming.com/2008/05/06/23l-superhumans/">some of this before</a>, then lost all of my notes, and now have to almost start from scratch.</p>
<p>I think using the basis of the 23rd Letter is probably a great idea. What say you?</p>
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		<title>The WhiteChapel Project</title>
		<link>http://www.lategaming.com/2008/10/25/the-whitechapel-project/</link>
		<comments>http://www.lategaming.com/2008/10/25/the-whitechapel-project/#comments</comments>
		<pubDate>Fri, 24 Oct 2008 23:45:47 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[23rd Letter]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Writing]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=462</guid>
		<description><![CDATA[The Project in Whitechapel was formed in September 1941 as a subsection of the Special Operations Executive (SOE). The SOE was directed to encourage espionage behind enemy lines and build the core of a resistance cell in the event of a land invasion. As a result, they were entirely dependent upon the security of radio [...]]]></description>
			<content:encoded><![CDATA[<p>The Project in Whitechapel was formed in September 1941 as a subsection of the Special Operations Executive (SOE). The SOE was directed to encourage espionage behind enemy lines and build the core of a resistance cell in the event of a land invasion. As a result, they were entirely dependent upon the security of radio transmissions and a lot of resource was allocated to eliminating the circumstances which would lead to a break in communications. Better radio sets, more secure operating procedures and the development of proper ciphers all aided their mission.</p>
<p>The ISRB (Inter Service Research Bureau) operated as a cover for the SOE and was responsible for developing modern clandestine technology as well as recruiting agents for the SOE. The Frythe Estate near Welwyn Garden City was the initial test ground for the use of psychics in espionage under the guise of a wireless research unit code-named "Special Signals". Later, it became Station IX, a weapons development centre and the Special Signals group was moved to a small building on Fieldgate Street in Whitechapel. The SOE was dissolved in 1946 and most of their operational functions absorbed by MI6. The Special Signals group, however, survived. Their staff roster was filled out with German scientists, recruited from the post-war skirmish between the Allies for their knowledge.</p>
<p>Dr Saul Benedict had been head of Special Signals since it's inception and guided the group through the post-war political turmoil by forming a significant attachment to the then-prime minister, Clement Attlee. While Attlee could not be convinced of the need for the SOE, the Special Signals group were able to secure their own future and Attlee consulted with precogs and telepaths regularly. He became known as an extremely effective politician and possible the most effective Prime Minister to date. Their consultations helped him decide the correct course of action and also how to build a cabinet of people he could trust. In return he pledged support for Benedict's special interests and permitted the Project in Whitechapel far-reaching authority. </p>
<p>The establishment of the National Health Service in 1948 paved the way for regular screening of the population for psychic potential and the Whitechapel Project enjoyed a regular stream of enthusiastic recruits, young, cheerful and ready to do their bit for king and country. A centre for psychic research was opened in Huntingdon, funded by the NHS rather than the Special Signals group. When Churchill succeeded Attlee he was astounded his own words were so prophetic when he had accused Labour of  introducing "some form of Gestapo, no doubt humanely administered in the first instance". One of his first actions was to restrict NHS funding to Huntingdon and from that moment on Benedict and his advisors realised their remit had a wider reach than the ephemeral governments</p>
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		<title>The 23rd Letter: in film?</title>
		<link>http://www.lategaming.com/2008/05/20/the-23rd-letter-in-film/</link>
		<comments>http://www.lategaming.com/2008/05/20/the-23rd-letter-in-film/#comments</comments>
		<pubDate>Tue, 20 May 2008 09:13:19 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[23rd Letter]]></category>
		<category><![CDATA[Commentary]]></category>
		<category><![CDATA[23]]></category>
		<category><![CDATA[23rd]]></category>
		<category><![CDATA[esp]]></category>
		<category><![CDATA[esper]]></category>
		<category><![CDATA[psi]]></category>
		<category><![CDATA[psionic]]></category>
		<category><![CDATA[psychic]]></category>
		<category><![CDATA[psychokinesis]]></category>
		<category><![CDATA[the twenty third letter]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=406</guid>
		<description><![CDATA[Back in late 2006, I got a bit of a shock. Maybe you do as I do but I like to beachcomb through Google and see what people are saying about the things I have written. I pick up a few comments about The 23rd Letter and Zombi most often, usually through RPG.net which seems [...]]]></description>
			<content:encoded><![CDATA[<p>Back in late 2006, I got a bit of a shock. Maybe you do as I do but I like to beachcomb through Google and see what people are saying about the things I have written. I pick up a few comments about The 23rd Letter and Zombi most often, usually through RPG.net which seems to be the big granddaddy of RPG-related internet portals. It's pretty nice for the most part and I get to talk to some interesting people (and make excuses for the things I missed). As The 23rd Letter is still on sale via <a href="http://key20.com">Key20</a>, every now and then I get an email asking about it which is why I've started posting updated materials on the blog here. There have been some relative champions of The 23rd Letter, like Chris Lupton and Max Cairnduff, who have both gone above and beyond in the past to make the games known and for that I've always been grateful. </p>
<p>Anyway, this was the shock.</p>
<p><center><a href='http://www.lategaming.com/wp-content/uploads/2008/05/starwaypictures.jpg' target='omfg'><img src="http://www.lategaming.com/wp-content/uploads/2008/05/starwaypictures-150x150.jpg" alt="" title="starwaypictures: the 23rd letter" width="200" height="200" class="alignnone size-thumbnail wp-image-407" /></a></center>
<p>&nbsp;
<p>This page linked to Starway Pictures, a Hollywood-based production company, who were producing an adaptation of <a href="http://www.starwaypictures.com/the23rdletter/index.html">The 23rd Letter</a>, a film about ESP and psychokinesis. I was utterly gobsmacked. </p>
<p>The script for "The 23rd Letter" was written by <a href="http://blackroosterfilms.tripod.com/screenwriting/">Jim Beck</a>, an aspiring screenwriter who had also written gaming material for <a href="http://www.pen-paper.net/rpgdb.php?op=showcreator&#038;creatorid=7529">Paradigm Concepts</a> , a small RPG company, but Jim Beck was mostly identified via his blog at <a href="http://blackroosterfilms.tripod.com/">blackroosterfilms.tripod.com</a>. My stuff is also listed at pen-paper.net and a few years ago, t23l would have been a lot more on the lips of people.</p>
<p>Information on the 23rd Letter movie was posted all around on Filmmaker magazine, XLCinema.com and the Digital Video Information Network. The stars mentioned it on their myspace pages and there seemed to be loads of mentions of the name as I started digging deeper. Heaps more material is available on the Starway Pictures blog in <a href="http://starwaypictures.blogspot.com/2006_02_01_archive.html">February 2006</a>, <a href="http://starwaypictures.blogspot.com/2006_03_01_archive.html">March 2006,</a> <a href="http://starwaypictures.blogspot.com/2006_04_01_archive.html">April 2006</a>, <a href="http://starwaypictures.blogspot.com/2006_05_01_archive.html">May 2006</a> and <a href="http://starwaypictures.blogspot.com/2006_11_01_archive.html">November 2006</a> including demo footage and pitch reels.</p>
<p>I found out about it in November 2006 and have been sitting on it for months. Why? Because I was really unsure at what to do about it. Am I supposed to assume the worst?</p>
<p><strong>What do you do in this case?  </strong></p>
<p><strong>[UPDATE: I've been talking to Robert Sanders @ Starway via email (and inadvertently to his lawyer (who didn't get the hang of "Reply All") and I think we're resolving any issues. I do not believe that there was any infringement of IP so it's now down to whether they change the name or we agree to jointly use the name).]</strong></p>
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		<title>The WhiteChapel Project &#8211; early history</title>
		<link>http://www.lategaming.com/2008/05/13/the-whitechapel-project-early-history/</link>
		<comments>http://www.lategaming.com/2008/05/13/the-whitechapel-project-early-history/#comments</comments>
		<pubDate>Tue, 13 May 2008 12:57:42 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[23rd Letter]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=396</guid>
		<description><![CDATA[The Project in Whitechapel was formed in September 1941 as a subsection of the Special Operations Executive (SOE). The SOE was directed to encourage espionage behind enemy lines and build the core of a resistance cell in the event of a land invasion. As a result, they were entirely dependent upon the security of radio [...]]]></description>
			<content:encoded><![CDATA[<p>The Project in Whitechapel was formed in September 1941 as a subsection of the <strong>Special Operations Executive (SOE)</strong>. The SOE was directed to encourage espionage behind enemy lines and build the core of a resistance cell in the event of a land invasion. As a result, they were entirely dependent upon the security of radio transmissions and a lot of resource was allocated to eliminating the circumstances which would lead to a break in communications. Better radio sets, more secure operating procedures and the development of proper ciphers all aided their mission.</p>
<p>The ISRB (Inter Service Research Bureau) operated as a cover for the SOE and was responsible for developing modern clandestine technology as well as recruiting agents for the SOE. The Frythe Estate near Welwyn Garden City was the initial test ground for the use of psychics in espionage under the guise of a wireless research unit code-named <strong>"Special Signals"</strong>. Later, it became Station IX, a weapons development centre and the Special Signals group was moved to a small building on Fieldgate Street in Whitechapel. The SOE was dissolved in 1946 and most of their operational functions absorbed by MI6. The Special Signals group, however, survived. Their staff roster was filled out with German scientists, recruited from the post-war skirmish between the Allies for their knowledge.</p>
<p>Dr Saul Benedict had been head of Special Signals since it's inception and guided the group through the post-war political turmoil by forming a significant attachment to the then-prime minister, Clement Attlee. While Attlee could not be convinced of the need for the SOE, the Special Signals group were able to secure their own future and Attlee consulted with precogs and telepaths regularly. He became known as an extremely effective politician and possible the most effective Prime Minister to date. Their consultations helped him decide the correct course of action and also how to build a cabinet of people he could trust. In return he pledged support for Benedict's special interests and permitted the Project in Whitechapel far-reaching authority.</p>
<p>The establishment of the National Health Service in 1948 paved the way for regular screening of the population for psychic potential and the Whitechapel Project enjoyed a regular stream of enthusiastic recruits, young, cheerful and ready to do their bit for king and country. A centre for psychic research was opened in Huntingdon, funded by the NHS rather than the Special Signals group. When Churchill succeeded Attlee he was astounded his own words were so prophetic when he had accused Labour of introducing "some form of Gestapo, no doubt humanely administered in the first instance". One of his first actions was to restrict NHS funding to Huntingdon and from that moment on Benedict and his advisors realised their remit had a wider reach than the ephemeral governments</p>
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		<title>23L Superhumans</title>
		<link>http://www.lategaming.com/2008/05/06/23l-superhumans/</link>
		<comments>http://www.lategaming.com/2008/05/06/23l-superhumans/#comments</comments>
		<pubDate>Tue, 06 May 2008 10:45:50 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[23rd Letter]]></category>
		<category><![CDATA[Commentary]]></category>
		<category><![CDATA[Supers]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=390</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>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. </p>
<p>Some of the thought process for the superhuman system was taken from the Amber system. I quite liked the way their stats were arranged:</p>
<ul>
<li><strong>Human</strong> - covering the full range of Human ability</li>
<li><strong>Chaos</strong> - stronger than any human</li>
<li><strong>Amber</strong> -  stronger than both Chaos and Human</li>
<li><strong>Ranked</strong>  - allowing you to be a stronger Amber-ite, perhaps even the strongest.</li>
</ul>
<p>For 23L/Supers, I envisaged a triple scale over and above the abilities of Humanity.</p>
<p>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!</p>
<p>I added a second level, <strong>Superhuman 1</strong> (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.</p>
<p>I then added a third level, <strong>Superhuman 2</strong> (also called Advanced) covering the range 21-29 and a fourth, <strong>Superhuman 3</strong> (also called Master) for very high level supers.</p>
<p>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.</p>
<ul>
<li><strong>Basic Flight</strong> - the character can fly up to 70 mph. </li>
<li><strong>Advanced Flight</strong> - 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.</li>
<li><strong>Master Flight</strong> - 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.</li>
</ul>
<p>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.</p>
<p>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.</p>
<p>I'll post more on this later.</p>
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		<title>Collaboration, writing and vision</title>
		<link>http://www.lategaming.com/2008/04/21/collaboration-writing-and-vision/</link>
		<comments>http://www.lategaming.com/2008/04/21/collaboration-writing-and-vision/#comments</comments>
		<pubDate>Mon, 21 Apr 2008 08:35:47 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[23rd Letter]]></category>
		<category><![CDATA[Commentary]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Qabal]]></category>
		<category><![CDATA[WotW: Earth]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=356</guid>
		<description><![CDATA[This weekend I was busy with family duties but still managed to do a bit of work on WoTW:Earth. Most notably taking the draft ideas Aidan sent through and turning them into mechanics and flavour. Collaboration is hard. I'm very conscious that I'm an ignorant so-and-so with strong opinions and a jeadstrong way of doing [...]]]></description>
			<content:encoded><![CDATA[<p>This weekend I was busy with family duties but still managed to do a bit of work on WoTW:Earth. Most notably taking the draft ideas Aidan sent through and turning them into mechanics and flavour.</p>
<h3>Collaboration is hard.</h3>
<p>I'm very conscious that I'm an ignorant so-and-so with strong opinions and a jeadstrong way of doing things. One sure-fire way to motivate me into completing something is to provide me with something that is <i>not the way I'd do it</i>. This isn't to say that it's wrong or that my way is actually better, but just the fact that it's different is enough for me to work on something to illustrate my way.</p>
<p>Am I bloody minded enough to expect mine will be used? I'd like to think not but I think that even after all these years, I find it hard to work with others. Case in point: the lifepath systems we're building for WotW: Earth can be done in a number of ways. I received Aidan's notes and I wrote mine out and sent them on and I did say and will continue to say that it's a work in progress. I don't know, however, whether my personality (my bloodymindedness) can be put down by soliciting comment and inviting co-work. I'd have to get Aidan to be honest here about whether I am an ogre to work with.</p>
<h3>Writing is hard</h3>
<p>Harking back to the <a href="http://www.lategaming.com/2008/04/19/quality-of-play-theory/">post on Quality of Play</a> that I made the other day - I need to be very enthused by a game before I'd write for it (which is why I guess I don't get paid to write - though I've never solicited paid writing work nor been asked). When enthused (the Solo Play part), I tend to be quite prolific and productive with writing which is why Crucible Design only published three games and they were the games that I conceived and wrote. </p>
<p>The irony of course is that my most productive times were when I was busy. I worked a 9-5, had a girlfriend, had a weekly game (or two) and would often have to do additional work at the weekends for my job. But I managed to hammer out The 23rd Letter. The next most productive person was Colin who had the job, the girlfriend, the hobbies and managed to do some excellent work on the Projects for The 23rd Letter. Everyone else was either in full time education (and no, it is not more work) or unemployed and getting writing out of them was impossible. </p>
<h3>Vision is easy</h3>
<p>What it tells me is that it's easy to have a vision about something. It's easy to think up a soundbite of a concept and pitch it at a small group of friends. You can wow them with some names you thought up, maybe even some basic sketches that are a subsititute for 'real work'. The 'Ideas' page for LateGaming is incredibly long  and I know that perhaps only 10% of them will ever have any real work done on them (and yeah, you can ask and no, they're not all my ideas). </p>
<p>What this means is that in over five years of 'writing', we produced three books and they were the brainchild of (and written by) one person. We had plans for other books and games but none of them were ever completed and few of them got anywhere beyond the most basic concepts. Fancy playing a pirates game? We intended to write one (about 5 years before 7th Sea came out). Cowboys? Check. Corporate Superspies? Check. Commercially-minded Superheroes? Check. But I think that natural selection weeded out the weaker ideas. </p>
<p>The conclusion to this is going to be 'What about Qabal?'</p>
<h3>What about Qabal</h3>
<p>It's just a little too big for me and I need to get back into the flow of writing, raise the bar in terms of production values for the next books I bring out and re-learn a lot of terms. I need to ask friends who do design work for a living to help me with the look of the books and help me visualise the whole process. And all of this before I put any more pen to paper.</p>
<p>At the moment, I have smaller fish to fry.</p>
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		<title>23rd Letter: Projects Campaigns</title>
		<link>http://www.lategaming.com/2008/04/16/23rd-letter-projects-campaigns/</link>
		<comments>http://www.lategaming.com/2008/04/16/23rd-letter-projects-campaigns/#comments</comments>
		<pubDate>Wed, 16 Apr 2008 06:56:06 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[23rd Letter]]></category>
		<category><![CDATA[CrucibleDesign]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=344</guid>
		<description><![CDATA[A Project-based campaign is as flexible as the players want. The G.M. may choose themes as he or she wants. PCs working for a Project are relieved of many of the worries of Network members or other independent espers. Usually they are not on the run, living out of safehouses or mobile homes, lack of [...]]]></description>
			<content:encoded><![CDATA[<p>A Project-based campaign is as flexible as the players want. The G.M. may choose themes as he or she wants. PCs working for a Project are relieved of many of the worries of Network members or other independent espers. Usually they are not on the run, living out of safehouses or mobile homes, lack of money should be less of a problem and equipment will be provided. Of course a devious G.M. may run a campaign where the PCs are on the streets and don't know that they are really working for a Project...</p>
<p>A Project employee will draw a salary, probably live in a home of some comfort and work alongside a regular team of professionals from a government building. With the G.M's discretion they may have access to additional resources as needed. Why they do this is up to the player and G.M. to decide. A PC may be a patriot proudly serving his nation as best as he can or a virtual prisoner, coerced into the dirty business by the regime and looking for the chance to escape. Most PCs will probably fall between these extremes. PCs which are outspokenly rebellious or disloyal may be subject to sanction or surveillance by their Project superiors.</p>
<p>Adventures for Project PCs may be gung-ho romps with lots of guns, action and clear villains. In this case the PCs are heroes and will probably believe themselves to be in the right. On the other hand the adventures may involve simply surviving in a grim bureaucratic nightmare where every decision will hurt someone. Yet another option is for the PC's team to be investigators of paranormal events.  There is no correct style of campaign, but it is recommended that G.Ms occasionally surprise the players by running a different type of adventure from usual. This should both stretch the players (including the G.M.) and reduce the possibility of boredom setting in. Project adventures have based on movies as different as Predator and The Witches of Eastwick so GMs ought to be able to please any kind of player. </p>
<h3>Projects Adventure Hooks</h3<br />
These adventure/campaign hooks may equally well be modified for use with Network adventures.</p>
<ol>
<li>The government wants a powerful foreigner dead. He may be a drug baron, a terrorist leader or religious/political figure, but he is charismatic and has a large and devoted army of followers who are very anti-Western. If he dies an obviously unnatural death, he will be seen as a martyr by his enraged supporters, so the Project personnel assigned to this task must not simply shoot or blow him up. To discredit his memory, it is suggested that they made it seem he died accidentally while performing a sordid act. The mission may be carried out while the target is on a visit to the West or, better still, on his own territory, either way he will have many armed bodyguards.</li>
<li>It has been discovered that the Iraqi dictator is sponsoring his own Project (for games pre-2002, this works well). It is located in a heavily guarded complex outside Basra. The research centre is among flat farmland and has a company of 120 Republican Guards (with armoured vehicles and helicopters) assigned to protect it. A Project team must enter Iraq, travel to this place and covertly observe it to determine the Iraqis' progress. They may discover that there are Nevada Project survivors from the 1991 helicopter held there. These people are helping the Iraqis, either willingly or under duress. What are the PCs going to do?</li>
<li> Satellite photos of a military factory in a foreign dictatorship suggest that a military aircraft of radical design is being built and tested there. Remote viewing by Project espers confirm this. The location is close to friendly territory so the PCs'  team are sent in to observe or sabotage the aircraft. But it is a trap. The aircraft is a non-flying mock-up, and a powerful esper (maybe a terata?) has planted illusions in the remote viewers' minds to lure in subjects for experimentation. The PCs will be inserted by aircraft or submarine which will return to collect them some days later. A force of elite, but non-esper, troops (10 soldiers for every PC) will be waiting for them.</li>
<li>Reliable sources say that the Green Flag Commando terrorist group has obtained a 100 kilotonne nuclear device and is going to smuggle it into the US. The PCs will be assigned to a taskforce trying to prevent this. Other personnel on this task force will be from the FBI, CIA and another Project (the Western or Nevada). The CIA and FBI officers will either not take the PCs’ contributions seriously or resent their presence while the other Project's people will be condescending. The bomb will be brought into New York harbour in the hold of an innocent looking Swedish freighter (most of the crew don't know it's there) on 30th June and detonated (by a fanatic terrorist on the ship) on 4th July. Can the PCs stop this? If they fail it may mean the death of millions of people, and the end of their own Project.</li>
<li>Police forces in California are seeking a serial killer who has murdered a young  woman every month for nearly a year. The PCs’ Project has a precog who claims that the killer will be caught and found to be an esper with an interesting wild talent.  Although it is outside the Project's jurisdiction, their superiors send the PCs out to catch the killer and bring him back to their base for study ("After all, nobody will miss a creep like this") . The Police and FBI are not informed about the PCs' operation. The killer is Mario Xylander (see p51 and p57 of The 23rd Letter Rulebook) and is being protected by the Western Project. Xylander has had cosmetic surgery and no longer looks the same as when originally captured. Should a PC notice similarities between the present cases and Xylander's original crimes, all records will indicate that Xylander is still incarcerated. Enquiries to the prison will alert the Western Project (but the PCs will not know this).  Can the PCs capture Xylander without alerting the police or Western Project.? The GM might want to detail two of the FBI agents assigned to the case, the female is a hard nosed sceptic about the paranormal, however her spooky male partner whole-heartedly believes in psychic powers and secret government conspiracies.</li>
<li>An high-ranking official from a hostile nation has vital information, urgently needed by the  government. He is completely loyal to his homeland, so will not willingly defect and kidnapping him is out of the question. In desperation, their country’s intelligence service turns to the players’ Project for help. The information is too extensive to be read by a psychic, but in their briefing the PCs will find their target has a weak spot, ripe for them to exploit. He may have a religious faith or other supernatural belief and be open to a psychically generated ‘miracle’, a beloved family member may be ill and could be cured by psychic healing or maybe just a threat of overwhelming power will work. The PCs must either bring about his (apparently) genuine defection or at least get him to give them the information. The PCs may have to travel undercover to the target’s country or he may be visiting the their own or an allied country.</li>
<li>The PCs’ team is to participate in a security exercise. They must either penetrate a high-security government installation and physically steal a particular file or guard the same file from a rival team,  inside a seven day time limit. The building belongs to a ‘neutral’ agency (such as NASA or a police force). The PCs will be in competition with a team from another covert agency (for example the CIA, Delta Force or even the Nevada Project) who are to guard the file if the PCs are the thieves or take it if the PCs are looking after it. Either way there is to be no violence directed against the rival squad (or the workers in the installation), but the teams are free to use any dirty tricks they want. The winners will be heroes to their own organisation, and will be rewarded with improved status. If the PCs lose their superiors will make their lives very miserable.</li>
<li>At short notice the PCs are attached to the HooDoo Squad. The Project has received advance notice that a hitherto unknown, but powerful esper (abilities up to the G.M.) is to appear the following night on a live, prime time chat show. If the esper successfully demonstrates his or her powers on air it will be a disaster. The PCs are to sabotage the show or if that fails limit the damage. They may take any equipment they think they need, including doses of Psilence, and any of the HooDoo Squad. They will meet with several complications, the esper is somewhat paranoid and has several habits which make it difficult to dose him with Psilence (only eats or drinks foods he/she has prepared and brought with him/her, will not willingly take pills or injections no matter what the reason). Also if they do not want to take an NPC with them, the G.M. may want them to have to take Marcus Venture,  and he will be obnoxious, lecherous and a pain in the neck.</li>
<li>The PCs are returning from a foreign mission and are tired and off-guard when the crowded commercial airliner they are travelling on is hijacked! The PCs do not have any weapons and the hijackers are armed and ruthless terrorists with impossible financial or political demands. The PCs will realise that the terrorists do not intend to let the hostages survive even if their demands are met. Can the PCs with their limited resources turn the tables on their captors? There are complications too, the airliner may land in a country where the PCs have enemies, or if it lands in a friendly country the authorities may launch a bungled rescue attempt, one of the hijackers may be an old enemy or even another esper. In the early stages of the adventure, the G.M. should confuse the players, is this something to do with the last mission or an unfortunate coincidence?</li>
<li>A country friendly to the PCs’ homeland is threatening to go to war with a neighbouring state. The allied nation’s President (or Prime Minister) is a charismatic fanatic, too macho to reduce the rising tension, and believes destiny is on his side. The war will be an international disaster, which the PCs’ government  wants to avoid. The PCs’ team will be sent to this country under the cover of advisors to the President (who will trust them initially) and are tasked to avert conflict. They cannot assassinate the President as this is liable to trigger a war. The G.M. can throw in border skirmishes and assassination attempts as he sees fit.</li>
<li>An important Esper from the PC’s Project has successfully defected to a foreign rival Project. The PCs’ are sent abroad to recover her. This may not require drastic moves like kidnapping her, perhaps she regrets her flight and can be persuaded to come home.</li>
<li>The son of the President (Prime Minister/monarch/dictator) is lost in bad weather in a wilderness. A Project Esper has determined that he is alive but little more, and cannot pinpoint his location. The players must lead the search through difficult terrain, which will be arduous. Perhaps the young man’s disappearance was not an accident, in which case the PCs will find themselves in combat with armed kidnappers.</li>
<li>A vengeful father is searching for his lost child, an Esper forced to work for the PCs’ Project. The father is a former covert operative and is very clever and dangerous. The players must stop him somehow, the fact that their opponent is both sympathetic and in the right makes this difficult. Just to make things worse, the child may escape...</li>
<li>To draw media and public attention from a black operation by another agency, the PCs are to fake a series of non-psychic paranormal events on members of the public.  For example they make set up mock UFO abductions, poltergeist activities or other Fortean events. The players are free to pick their victims, and should be encouraged to have fun. If the GM wants there may be a dark side, they may be so successful a victim may die of a heart attack during their manifestation or a really persistent media investigation may discover too much about their activities. The FBI operatives mentioned in Hook 5 may also become involved.</li>
<li>This is the reverse of Hook 14. The PCs are sent to investigate a sinister paranormal event which is sufficiently alarming to have attracted their Project's attention. After a lengthy investigation they will discover that the phenomena is an elaborate hoax. The motive may be a prank, a stunt perpetrated by a local tourist commission to attract visitors, or by criminals to disguise their activities. It might be Old Mr Peterson the Janitor trying to hide his counterfeiting scheme by scaring away the yokels. He may get away with it too, if it isn't for those meddling espers...</li>
<li>The PCs' team is investigating a series of murders of agents from their national intelligence service or Project. When they make progress attempts will made on their lives by professional assassins. Should the PCs survive, they will discover a world-wide conspiracy by a secret organisation fronted by a wealthy and charismatic megalomaniac who enjoys caressing fluffy white cats. This person is near completion of a plan to undermine the international banking system, gain control of the world's energy resources, provoke a major war or other drastic event. He operates from an elaborate hi-tech base with scores of armed guards, booby traps and technicians, and is also protected by a fanatically loyal bodyguard/chief henchman with a colourful physical or psychological abnormality. Depending on the PCs' morality they may try to prevent their enemy achieving his goal or else offer to throw in their lot with him if this seems more promising. </li>
<li>On the PCs' last mission they were careless and left enough evidence to incriminate themselves. As a result, a respected team of journalists is about to present a TV special which will embarrass the PCs and their Project. The PCs must stop this. Threats and actual violence may be counter productive, as the reporters are clever and have access to all manner of surveillance gear so the PCs may find themselves on tape. Possibly the best ideas are to undermine the programme's credibility or buy them off by revealing a story of greater public interest. A juicy sex'n'drugs'n'politics scandal (real or fabricated) may do the trick. </li>
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		<title>The 23rd Letter</title>
		<link>http://www.lategaming.com/2008/04/10/the-23rd-letter/</link>
		<comments>http://www.lategaming.com/2008/04/10/the-23rd-letter/#comments</comments>
		<pubDate>Thu, 10 Apr 2008 20:21:52 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[23rd Letter]]></category>
		<category><![CDATA[CrucibleDesign]]></category>

		<guid isPermaLink="false">http://www.lategaming.com/?p=333</guid>
		<description><![CDATA[Balbinus on RPG.net responds to someone asking for sourcebooks about running a campaign about the whole concept of PSI powers: "IMO the best is a game called 23rd Letter, it's basically Firestarter (the Stephen King book/movie) the rpg. Probably OOP but available I would have thought on ebay." Thanks, Balbinus! It's not out of print! [...]]]></description>
			<content:encoded><![CDATA[<p>Balbinus on RPG.net responds to someone asking for sourcebooks about <a href="http://forum.rpg.net/showthread.php?t=388843">running a campaign about the whole concept of PSI powers</a>:</p>
<blockquote><p>"IMO the best is a game called 23rd Letter, it's basically Firestarter (the Stephen King book/movie) the rpg. Probably OOP but available I would have thought on ebay."</p></blockquote>
<p>Thanks, Balbinus!</p>
<p>It's not out of print! You can buy The 23rd Letter from Key20! </p>
<p><a href="http://key20.com/product.php?productid=403">http://key20.com/product.php?productid=403</a></p>
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