lategaming

Staying up late. Doing the gaming thing.

23rd Letter: Projects Campaigns

23rd Letter, CrucibleDesign No Comments »

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…

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.

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.

Projects Adventure Hooks These adventure/campaign hooks may equally well be modified for use with Network adventures.

  1. 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.
  2. 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?
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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?
  10. 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.
  11. 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.
  12. 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.
  13. 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…
  14. 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.
  15. 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…
  16. 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.
  17. 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.

The 23rd Letter

23rd Letter, CrucibleDesign No Comments »

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! You can buy The 23rd Letter from Key20!

http://key20.com/product.php?productid=403

New Downloads

23rd Letter, Commentary, CrucibleDesign, Game Design, Zombi No Comments »

Some people were looking for them so I’ve put some downloads on the books page:

Wildtalents fanzine 1 60K PDF
Wildtalents 3 fanzine 1.5MB PDF
Wildtalents 5 fanzine 373K PDF
23rd letter character sheet 22K PDF
zombi character sheet 86K PDF

If there’s anything else in particular that people are looking for, please mention it and I’ll see what I can dig up. Please note that this wildtalents fanzine was something I was doing nearly a decade before Wild Talents (the superhero RPG) was released.

Crucible Design’s Games on Sale at Key20.

Commentary, CrucibleDesign, Game Design, Industry No Comments »

After what seems an age, the first roleplaying games I wrote are on sale again at Key20

SpaceNinjaCyberCrisis XDO

The 23rd Letter ( RPG.net Review )

Zombi: The Earth Won’t Hold The Dead ( Review by Jeff Rients )

I’ve linked to reviews before but they’re easily searchable anyway.

Diddlysquat is dead

Commentary, Conventions, CrucibleDesign, Industry 3 Comments »

Mark notes that Diddlysquat is dead.

I didn’t know much about it, to be honest but reading the testimony of specky I’m reminded of lots of the silliness that went on within Crucible Design.

In the end, projects like this are fuelled by a small core of people (usefully termed schemers and collaborators.). Everyone else is pretty much surplus to requirements but as these types of projects tend to be started by friends, people can be a little over-cautious about being honest here. Allowing a project to slide (or worse fail) because you didn’t want to hurt the feelings of someone who isn’t contributing seems silly on the face of it. But we all do it (at least those of us who are human have).

The most annoying thing, when a project is failing or when someone is being asked to leave a project, is the tendency for some to be passively obstructive (or even actively destructive). I’ve seen this in the RPG industry as well as in The Real World. Failing to fulfill promises again and again, blame-shifting, becoming upset when duties are removed and yet, when the deadline comes, their inactivity causes the deadline to slide. Problems like this plagued our fanzine WildTalents and seriously delayed the production of every single book we ever published. And when I stopped propping people up, when I stopped doing the extra work to make things happen and when I refused to give credit where it was not due, then Crucible Design stopped producing books.

Q-CON, another project I invested hugely in (I did the preliminary research, coving everything I could from WARPS, got the budget for Q-CON 1, got the people together, ran Q-CON 2 and 3) was always beset at the start of the year by people who had ideas but no intention of implementing anything or completing anything. It meant that with 2 weeks of preparation (after 6 months of failed investigation by two people), I was left alone to run the convention and pull together the Star Trek Megagame. I had to rely on real people with real commitment to fun to get it done (and a wave goes out to Colin and Lesley on this one). Sure, we pulled successful profitable conventions out of nowhere but it wasn’t without a committee that was so supportive that they had a vote of no-confidence in my ability to run the convention which failed:- probably more to do with the individuals not wanting to have to take over…

When relations break down within a project, it’s best for everyone and best for the project if you take the steps to cut out the chaff. I wish I’d done it with Crucible wayback when but even now I find it hard to do probably because I’m not the git everyone thinks I am.

Really.

Now, identifying the difference between chaff and rot is difficult and I dont think anyone gets it right. Chaff are just people who serve no useful purpose. They probably slow things up because in a democratic committee you have to ask everyone’s opinion. Chaff won’t kill you but they may bore you.

Rot are much worse - these guys are scheming against you and against the success of the project. These are the guys who will plot with junior members of the team and do their best to make sure their name is at the top of the list of every success and nowhere to be seen in the event of a failure. When you’re presenting your work, at a convention or whatever, they’re usually the first out with the pen when someone asks for a book signing.

In my experience, the speed at which someone gets a pen to sign a book at request is inversely proportional to their contribution to the book and you can be pretty sure that if someone has their pen out before you ask then they likely were responsible for delays in the product rather than actually being productive.

Thing is: if you’re a team leader then you already know who the chaff and the rot are. Be honest with yourself.

Riffing off The 23rd Letter.

CrucibleDesign, Game Design No Comments »

Ghost Whistler on RPG.net came up with a23rd Planet idea. He was riffing off the name of the game but it made me think tonight about:

The 23rd Century

Fast forward events in The 23rd Letter by two hundred years and you might have an idea of a micro-setting.

Making psychics essential for space travel just seems really tired these days, probably due to Warhammer 40K more than anything. If it were up to me I’d probably promote the importance of biofeedback in maintaining cold sleep. Telekinesis for construction or, probably more usefully, handling of hazardous materials or handling of goods in Zero-G and microgravity. Or the use of Regent for rehabilitation of criminals.

And if everyone had the opportunity to be psychic? If it became a natural part of humanity? Would you see a Gattaca-type society where there was a psychic overclass? How would you FAKE psychic powers in order to advance? Would they have found ways to reduce the Stress involved in psychic abilities?

What about alien contact? Do the aliens have psychics? Perhaps they do and thoughts are in their own language and therefore psychics are important as translators. Or are alien minds so different that they cause immediate madness in a psychic who tried to read one?

r-Maps (and being ahead of the curve)

Commentary, CrucibleDesign, Game Design, Qabal 5 Comments »

There’s a lot of talk of relationship maps.

I’ve been playing with the idea of an r-map for gaming for use as a player aid for a while. It really started to surface when playing superhero games in order to try and keep up with the number of NPCs and subplots that were going on. Later, in Ars Magica, it helped when we had troupe play in effect and every player had at least two characters. Otherwise I’d have gone insane. The thing about r-maps is that they depict the society around the character such as this r-map for NPCs in Amber. That said, I think an r-map showing only the public moods and behaviours would be entertaining.

Now…where was I. Yes.

In Qabal, an r-map was necessary for every player, because Qabal was all about troupe play. The first draft I did of this was circa 1996. I liked the imagery of it because the Tree of Life looked very much like a relationship map and I was quite pumped by that idea. Add to it a card-based mechanic inspired by Blackjack :) using Tarot cards and you had what I thought would be a lot of fun. Likewise in the game currently known as “Illusion”, a relationship map is necessary for the PLAYER to keep track of his multiple characters and his relationships to them. How he perceived them. Same mechanic, standard playing cards but less connection to the Tree. But still a beezer idea.

The difference being that a character sheet then appears more like a series of circles with interconnecting lines and the content of each “circle” is the entire character sheet for that individual. For NPCs, they would be much less detailed obviously and tend to be around the edges until adopted by a player (see, another cool mechanic).

Systems

Commentary, CrucibleDesign, Game Design, Qabal, Viride 15 Comments »

A posting on RPGnet asks us to describe our homebrew systems. I ended up describing mine thusly.

  • Maths-easy 2d6 comedy with either a manga/anime/mecha or zombie holocaust backdrop
  • Qualitative success using 0-3d10 to create a crunchy yet narrative system which can be considered both rules-lite and “a gun game” with a backdrop of psychic powers and government conspiracies dating back to the start of the 20th Century.
  • Card-based Blackjack-inspired mechanics with backdrop of both Stage Magic and Real Magic. Yes, that game. The one I’m infamous for not finishing…
  • [EDIT: Rules light, coarse skilled d6 mechanic - happy now?]

It’s a fun thread, some inspiring stuff in there.

Zombie Links

Commentary, CrucibleDesign, Zombi No Comments »

This isn’t a link blog, but these are very fun.

Zombie World News

“ZombieWorldNews.com is , as far as we can tell, a departure from other Zombie sites. Instead of the reader being a spectator, we hope to draw you in through a dynamic, ever changing scenario, that you can just read and enjoy, or jump right in and contribute to yourself. The main focus is on the world wide impact and reaction to a credible Zombie virus. How countries deal with it. Become insular, close borders, increase security, quell panic, fear and paranoia, even make arrangements for undead disposal. We also want to touch on some often overlooked aspects of a Zombie rising. Such as, how do you cope with shooting someone? For most people it would not be like a shooting gallery. It would be horrific. Is there remorse? These were people, friends, neighbors. What is the personal toll? The psychological effect.”

The Zombie Squad

“Q: What is Zombie Squad?
A: Zombie Squad is disaster preparation community.
We focus our efforts towards promoting the importance of emergency preparation awareness and working with local communities around the globe to teach them what is needed to survive whatever crisis may come along like natural disasters or man made disasters. Our mission is to make sure you are prepared for any crisis situation that might come along in your daily life which may include your home being invaded by the undead menace. Zombie Squad also supports other local and international disaster relief organizations/charities. Check out our events page for the latest charity event we have coming up.

Zombi Review

Commentary, CrucibleDesign, Industry, Review No Comments »

Jeff Rients writes about 5 old games he feels were overlooked. While I can agree with the ancient (James Bond, Lords of Creation) and the venerable (SpaceMaster) and perhaps even the weird (SenZar - though I always thought it was an internet joke-meme) I was shocked and surprised to see number 5 on his list was … ZOMBI. Go read and give appropriate linkage willya. Jeff’s blog is one of the blogs I read with my morning cereal and it was very cool to see something I wrote just there. I was interested in the “5 old games” article anyway and BOOM, he surprises me with this nugget!

He also liked the name “SpaceNinjaCyberCrisis XDO” and sometimes I feel fortunate that I never completed the script for SpaceFleet HyperDimensional WarFortress 44 which I think was only mentioned in WildTalents 3 as:

“Taking SNCC to the stars, SF44 brings you the background for the Archon War. The rag- tag remnants of a hundred worlds now follow the banner of Earth to grind the Horde under their Meka-Tek heels. New rules include starship and zero-G combat. New races and new guns!”

Anyway, Thanks Jeff, for the review, the walk down memory lane and the description of LoC, which I’m going to chase in the IntarWebbage.