lategaming

Staying up late. Doing the gaming thing.

The WhiteChapel Project - early history

23rd Letter No Comments »

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.

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.

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.

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

systems, systems, systems

Game Design No Comments »

Is it right to design another system for a game?

At the moment we’re still writing War of the Worlds, though we’ve started development on Status: Refugee and a Supers game. In all three, the working system is to be a derivative of ERIS from “The 23rd Letter”.

Part of me wants to use ORE because I like Wild Talents and Reign so much. But the licensing terms for it have been very vague.

23L Superhumans

23rd Letter, Commentary, Supers 2 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.

Status: Refugee - Timeline

Status: Refugee 7 Comments »

Here’s a snippet of some of the stuff I’m writing for Status: Refugee. It hasn’t been okay’ed by Aidan yet so details may change. But it should give you an idea of what we’re working on. I want to bring several themes on board: themes of salvation, themes of alienation, of being a stranger in a strange land, of being an immigrant in a new world of opportunity.

  1. 1998-07-17
    Astronomers take note of unusual stellar seismic reports from Barnard’s Star, a dim red dwarf in the Constellation Ophiuchus, the Serpent Holder — west of Cebalrai or Kelb al Rai (Beta Ophiuchi). Though ancient, Barnard’s Star had always experienced flare events, though this flare was twice as hot as the normal temperature of the star. This was not fully analysed until 2002 and the results not public until 2006.
  2. 2004-11-02
    Astronomers describe an object travelling at 12% of the speed of light entering the solar system. As it passes within the orbit of Saturn, it disappears. Due to lack of evidence, it was not reported to higher authorities.
  3. 2008-05-04
    First Contact. Humanoid simulacra of alien origin approach more than half of the world’s governments. They bring data, projections and propose a solution. Within a decade, they claim, the Earth will become a barren wasteland. All mammalian life on the planet will be extinguished. The seas will boil. The plants will burn. Life will continue on Earth, but it will not be human.
  4. 2008-05-06
    Leaked documents from the First Contact cause widespread panic across the world. Major cities experience riots, demonstrations and looting of businesses and personal homes. People start to hoard food and water, sunscreen sells out everywhere.
  5. 2010-09-15
    The North American Repatriation Act is passed into United States federal law.
  6. 2011-04-02
    Barnard’s Star explodes into a supernova. It will be six years before the effects are felt on Earth.
  7. 2015-07-04
    Official End of the United States of America as a nation.
  8. 2018-02-14
    Estimated date for first effects of the Barnard’s Star detonation to affect Earth’s biosphere.
    Gamma Rays induce a chemical reaction in the upper atmosphere, converting atmospheric nitrogen and depleting the ozone layer leaving the surface open to harmful solar and cosmic radiation.

So that’s it. In a decade we lose the greatest treasure we own: The Earth.

225 days

Commentary, WotW: Earth 1 Comment »

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.

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.

WotW: Earth - Vox Populi

WotW: Earth No Comments »

“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

WotW: Earth No Comments »

“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

WotW: Earth No Comments »

“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.