WatchTower New England – Episode 2
Sunday March 17, 2002 (St. Patrick's Day)
From the log of Karl Maclean, WTNE Controller
8am: New recruits have lasted 24 hours without injury or fatality. Void seems to have settled into a leadership role, and may make a decent long-term recruit should we choose to extend their contract. Seven seems somewhat unreliable and bears closer scrutiny - he's already made it into the media and seems to bask in attention. Kimono is more reliable but suffers from severe cultural disadvantages here in the US: this is somewhat counterbalanced by his immense powers. Trace is, as expected, insufferably young.
10am: Fifth recruit arrived today from Texas. While he looks good enough to eat, he's sadly lacking between the ears.
4pm: New team reports a lead on the whereabouts of the old team, due to a tip-off from The Chancer. A previously unknown exotic with dimensional powers trapped and abandoned them in another dimension, with seemingly no way of recovering. Kimono negotiated some kind of agreement with the guy, but it sounds like he was conned. I don't think Mr Canning will be happy, but then again, I doubt he'd be happy even if they brought back the old team safe and sound. I've e-mailed him.
7pm: Got word that we have a sixth exotic joining us tomorrow. No idea who she is or what her abilities are. Christ, it's like superhero kindergarten.
3am: Yes, Canning is not happy. Big fucking surprise. I'm drawing up permanent contracts just in case.
WatchTower New England Episode 1
WatchTower secretly recruits new members
by Rhonda McAvoy of The Boston Globe
March 17th, 2002
Three new WatchTower operatives were spotted yesterday in and around the greater metro area. While no information has been forthcoming from the New England franchise, the identity of one of the new recruits has been confirmed as Vanja Mestrovic, also known as Void. Void's intimidating black and featureless body was seen in Stoughton yesterday morning and in Hingham yesterday afternoon. He was accompanied by two old men of Asian decent, and all were wearing WatchTower clothing.
"Void's a good guy," says Jimmy Cortez, who worked with him at Devon Energy, an oil company. "It takes a while to get used to him having eight eyes, but he's got a heart of gold." Whether that's true remains to be seen. Katherine Simmons, manager at Ikea in Stoughton, told us that he was very intimidating. "He walked in here, butt naked, with his two crazy friends and I gotta tell ya, I was scared." Simmons wasn't able to tell us anything about why the trio visited her store, as the investigation is still ongoing.
The sightings in Hingham were centered around the Old Ship Church. One of Void's companions, who identified himself to local tourists as "Seven" levitated up over the church to survey the roof. The third man, wearing a thick Japanese kimono bearing the WatchTower logo, is still to be identified. The minister of the church, Rev. Kenneth H. Read-Brown stated that the WatchTower was there as a precautionary measure, given the recent spate of anti-church exotic crime on the East Coast being perpetrated by the so-called Downward Spiral group.
Does this mean that WTNE has decided to hire more operatives? While it has long been the opinion of this reporter that six is too few, why choose now to recruit? And why the secrecy? As of yet, no-one at WatchTower New England or HQ in San Francisco has been willing to comment on this development.
SixSimple: for use with CONTROL
I do like narrative systems.
Character Generation
You create a character description consisting of up to 10 facts (maybe related to Quirks, Drive, Flaws) and underline 5 of them. These 5 things are your most descriptive traits which may be objects, skills, contacts, background items and can, in theory, be called into play at any time. If the timing seems inappropriate, the Narrator may require the sacrifice of a Story Point or a card of a significant value from the hand. This really only needs to be one paragraph.
Choose one more to be your Drive - the most fundamental ambition for your character. This is commonly related to the reason why the character is not content to stay home and sow crops or catch fish.
Choose one flaw. This can be physical, mental, spiritual or emotional. It may be how the character perceives the world or how the world perceives the character.
This character sheets is nicknamed a "Charagraph" mainly because Paracter sounds silly.
Traits : "Turi is a shell diver like all of her family. She is tall, thin and wiry and like most in the region is dark, with coppery-brown hair. She lives with her three brothers and her father - an arrangement which has made her tomboyish and she's a capable wrestler as a result. She carries a steel knife and a diving shell which allowed her to stay underwater for nearly 10 minutes. She has collected a small fortune in pearls and semi-precious stones from her diving exploits. She never knew her but her father claims her mother was a woman of influence from one of the big inland cities. Her family are somewhat devout to the Old One and still have a small shrine to her in their basement.
Drive : She is Driven by her desire to gain wealth and travel to see if she still has family in the cities.
Flaw : Due to an overdive when she was younger which caused her eardrums to burst, Turi is 40% deaf
Idea for card based play:
(You may want to look at the rules for IllusionDev) Everything has a opposition value. You have a hand of 5 cards by default. When you play one and win the conflict, you pick up one. Every task has a single resolution - one card draw blind against the pack. If you lose the conflict you do not pick up.
Optional Rules: Normal conflicts are just a comparison of the numbers, such as Jack versus a 4 in the example here.
The Face card rule would be that if you play a face card and win, you get to choose the outcome. So if Turi had played her 8 here, it would have been a normal win. If she plays the Jack and wins, she can give a narrative of the outcome!
The Hand or Trait rule says that you can increase or decrease your active hand by two by decreasing or increasing the number of traits you have. So, you can have seven underlined traits if you choose to only have a hand of three available to you. Or a hand of seven and only three underlines traits. Essentially hand + traits should equal 10.
Example: Turi has five cards in her hand: 8H, JC, 3D, 7D, 2S. She is fighting against a would-be thug who wanted to rob her of her hard-earned pearls. She wants the conflict over and done with quickly so she plays her highest value card, JC. The Narrator makes a draw for the thug and gets a 4 of Spades. She beats him handily and draws a card, 8D to replace her Jack.
If you win a conflict you pick up again. Advantages and flaws and difficulty are represented by additional cards being drawn and added to the first in a Blackjack fashion. If you have an underlined trait then you can play a SECOND card to bolster the first. If the area is covered by a flaw then the opposition gains an additional card draw.
Example: Turi is fighting again, this time 10 metres underwater, against a Reef Eel, a large and voracious predator. Normally this would give the Narrator the opportunity to draw TWO cards against her one. But she's a Shell Diver and has that trait underlined so it cancels out the additional draw. She plays her 8D and the Narrator draws from the deck for the Eel. 9H! Ouch. She's hurt but not down and doesn't get to draw another card. The Narrator will now decide if the Eel attacks again or retires back to it's hiding hole. If it attacks again, she only has 4 cards in her hand with which to defend herself.
For one-to-many conflicts: everyone plays their single card. And work out the conflict as normal. Most people and animals will be incapacitated or removed from the conflict with a single loss. Some non-players may rival the Player Characters in their ability to resist incapacitation by having an effective hand of 2, 3, 4 or more!
Example: Turi and her friend Tobin have confronted a hooded stranger who has just dropped something into the village well. All three make their plays. Juri plays a 7D, Tobin a QH. The Narrator draws for the stranger and gets a 9S. Turi is hurt and as she has not rested is down to 3 cards! But Tobin gets a good decisive strike and elects to have staggered the stranger. The Narrator has decided that the Stranger has an effective hand of 3 which means to be incapacitated, he needs to be defeated three times in conflict. Our heroes attack again: Turi plays an 8H and Tobin a 7C. The stranger draws....a 4C! This means he takes two hits, one from each, which brings him down to 0. He falls to the ground...
Story Points:
Everyone starts with one and these can be used to
retcon a narrative scene just played
change the outcome of any single conflict (any single play of cards)
change an item of background to fit
heal one Serious Wound instantly/quickly/turn it into a flesh wound that can be ignored.
Combat and being hurt.
Combat is the same as any other play. Being hurt - every time you lose a conflict you do not pick up a fresh card until you have had time to recuperate. In essence, lose conflicts five times and you're effectively incapacitated. NB: Your Hand represents how you cope with fatigue, setbacks, defeat and anything that tests your determination and willpower.
Wounds are represented differently. Anything less than a serious wound is dealt with using the Hand reduction described above. If, however a combat ends where the winning card was a face card (and the winner gets to describe the effect) the winning result was more than 10 points higher than the losing result then the loser ends up with a Serious Wound. Serious Wounds are like normal hand reductions but they have a longer lasting impact on the character as hand reductions are made back using sleep or recuperation. Serious wounds can only be removed by proper medical attention (which to all intents and purposes does not exist). A Serious Wound therefore is a potentially permanent and possibly fatal addition to a character.
Until healed, each Serious Wound represents a Hand reduction of 1 for every activity.
Optional Rules:
Soaking Wounds
It's possible to "soak" a wound by using Traits or Drive. Using a Trait means making a blind play against another blind draw by the Narrator. If the player wins the draw, then they may explain away the wound. If they lose they take a SECOND wound.
e.g. Ferren has a Drive which describes his hatred of the Saruch Ascendancy, a cult responsible for the death of his father. During a duel, he finds out that his enemy is a member of the Saruchs and when wounded he attempts to soak - rationalising that his drive to defeat the Saruchs gives him strength in battle. He will either ignore the wound or gain a second wound...but it may be worth the gamble.
If a Serious Wound is not bound then every week that passes the character received another Serious Wound. After the character has received three serious wounds, he or she is dead. If a serious wound is bound then in most cases the player can erase the Serious Wound after one month of play. (and it takes two months to remove two serious wounds).
If a character has three serious wounds and then elects to Recuperate rather than Die, then the character may survive but the player must describe how the wounds have permanently affected the character.
CONTROL: How to run the game. Part 1.
Starting the Game
This game has the rather traditional role of GameMaster assigned to one player, usually "C".
The player will be provided with missions in one of two ways.
TOP-DOWN
Requests which come from GOVERNMENT and are passed to CONTROL via "C". These will be in the form of mission dossiers. These can be pre-prepared dossiers or a verbal briefing, CONTROL will begin to plan their activity, allocate their Agents and Assets and arrange timing.
BOTTOM-UP
Incidents caused by ENEMY and after information-gathering, CONTROL must present their findings to "C". CONTROL must decide the appropriate response whether that be "No Further Action" or whether there is a need for a mission response.
CONTROL
There should be one member of CONTROL for each player in the game. One Player Character will be assigned the role of "C" and in control of a large percentage of the background of the game, two will be assigned the roles of "DC" (Deputy Chiefs) and the remainder will be "D" (Directors). At the start of the game, all that is needed for each member of CONTROL are three facts:
The characters name
The characters previous job
The name of the person in Government who helped them get the job.
As the game continues, members of CONTROL need to keep records of the Agents and Assets on their books. They can do this using the Agent Profile sheets and the Assets Roster sheet.
Previous Job suggestions: Diplomatic Attache; Ministry of Defence; Senior Agent (5, 6); Major or higher, Army Intelligence Corps; Commander or higher, Naval Intelligence; RAF Operations Support (Intelligence) personnel.
AGENTS
Agents are both vital and expendable. They represent years of experience and training, a temperament
Agent Generation
TRAITS
You create a character description consisting of up to 10 facts (maybe related to Quirks, Drive, Flaws) and underline 5 of them. These 5 things are your most descriptive traits which may be objects, skills, contacts, background items and can, in theory, be called into play at any time. If the timing seems inappropriate, the Narrator may require the sacrifice of a Story Point or a card of a significant value from the hand. This really only needs to be one paragraph.
Agents are required to describe TWO of the following in their underlined traits:
Tradecraft - cryptography, surveillance, interrogation, concealment, espionage skills
Military Science - demolitions, tactics, morale, technology, command, control
Combat skills - use of weapons, unarmed combat, sniper
DRIVE
Choose one more to be your Drive - the most fundamental ambition for your character. This is commonly related to the reason why the character is working as an Agent.
FLAW
Choose one flaw. This can be physical, mental, spiritual or emotional. It may be how the character perceives the world or how the world perceives the character.
The description of an Agent need not describe their age, origin or birthplace. It should provide a physical description and a brief of their abilities and experience.
ASSETS
Assets are characters who have little or no access to Classified information and a low security clearance. They may be highly skilled or highly experienced in their fields, but they are commonly ignorant of the intelligence community.
specialists (scientists, pilots, assassins)
bodies (drivers, henchmen)
To create an Asset, three facts are needed.
The Assets name
The Assets reason for being used: skills, contacts, position, background
The Assets personal reason for working with the Agents
SYSTEM
The system I'm using at the moment is SixSimple (derived from the GameSystem designed for SeaFarers). The system will be posted in a couple of days.
WatchTower State Coverage and the New England Team
This map shows all 50 states, and which WatchTower franchise(s) cover each state. Those states which are shaded with two colours have agreements with two franchises, and either will respond depending on availability.
The north-east used to be covered by the WatchTower New York, but a series of blunders a few years ago by the operatives at the time created a split. New England and DC created their own franchises and New York's influence was reduced considerably and awarded to a different vendor (Jack White). New England's franchise is owned by a consortium led by commercial real estate magnate, Chris Pfeiffer.
The current New England team (codenames and powers):
- Claymore - Can detonate objects remotely
- Silverhawk - Silver-armored fast flier
- Firewall - Fire generator and manipulator
- Nimbus - Weather controller
- Gemini - Creates replicas of herself
The two men on the team (Claymore and Firewall) are both capable of vast amounts of destruction. As a result, they have both loyal followers and loud detractors. To date, they have both sufficiently avoided any collateral damage that would result in the kind of bad publicity which shut down the New York franchise. Some say it's only a matter of time ...
WatchTower Franchise Map
There are currently 10 WatchTower franchises in N. America, with a number of others under consideration by both WatchTower Inc. and various city and state governments. View WatchTower franchises on a map.
Each franchise has its own charter of specific responsibilities (primarily geographical) but in times of crisis, operatives from other franchises will help out. As can be seen on the map, many areas are without direct coverage. Exotic crime tends to be less common in these areas, and support for local law enforcement comes from both Fortress and on an ad-hoc basis from WatchTower (usually with a very hefty hourly fee).
Frontier: Conquest Weapons
The common weapon within the Conquest Society is the 'dumb' slugthrower. A Chemical Propellent Projectile Weapon (extremely recognisable as a 'gun') uses a chemical explosion to create gases which propel a projectile at subsonic or supersonic speeds towards a target.
Here are three examples of the weapons known to be employed among the Conquest Society. Some of them are strategic, others personal. This is by no means an exhaustive list but indicate the types of weapons which have been developed.
Thor's Hammer - Relativistic Kill Vehicle (RKV)
Useless against small, unpredictable objects like HU Explorers and Battlers, the RKV is deadly versus Specialist-manned cargo transports and stationary or predictable vessels such as orbital space habitats or even small satellites. A projectile or vessel is accelerated to a fraction of light speed an is sent towards the target. The difficulty of aiming at small, fast moving craft with such a high speed projectile is mitigated using detonation. Detonation RKVs have utility against fleets of craft (for rapid delivery and subsequent fragmentation) and have been theorised for use against Swarm clusters, even by HU. Delivery RKVs commonly use their mass to provide impact which can deliver massive energy to their targets. A small (7 kg) RKV travelling at 90% of light-speed will deliver around 195 Megatons - approximately twice the theoretical yield of the most powerful 20th Century nuclear weapon ever detonated. These weapons require immense amounts of energy to fire - but they are effectively immune to point defence weapons due to their extreme velocity.
SOJUM rifles -
Official name from the R&D Labs is the Compound Delivery Rifle but the delivery for this weapon is a gyrojet-assisted armour-piercing sabot which injects a chemical compound into or onto the target. On a personnel scale, this is a Sodium- or Phosphorus-based aggregate which causes horrific burn injuries in addition to the impact from the round. The range of this weapon is considerable and the ballistics extremely favourable considering this is not a 'brilliant' weapon. The lack of recoil has made it extremely useful in zero-G and microgravity environments. The construction of the SOJUM is similar enough to the HU Brilliant weapons that it is assumed the technology was stolen.
Sunburn - High Energy Radio Frequency Weapon
The Sunburn weapon, a radio emitter that can be carried by a single combatant, is capable of effects to the human central nervous system resulting in physical pain, difficulty breathing, vertigo, nausea, disorientation, or other systemic discomfort. Direct pulses can also damage the epidermis and dermis of the skin, generating burns from over a kilometer away. This is commonly used to disperse crowds in urban areas.
ZOMBI PDF for download
This is missing the art for the most part which I'm going to re-scan and insert into a later copy of the PDF as well as post on here as well. The book itself is still for sale should someone want a hard copy with the art included. Without the art, the book weighs in at a lightweight 990K so it'll even be light enough to download to a palmtop or smartphone.
I'll include a link in the downloads section too. Enjoy! Please add a comment below if you download it
Frontier: Terror Weapons
While Human Unity uses weapons which would enthral the 21st Century warlord, from shipboard weapons to intelligent bullets, the greatest and most terrible weapon is the Master Expert, artificial intelligences designed for war. But this weapon does not inspire fear in the average person. It is just a brain, a ruthless brain designed to win wars whatever the cost, but still only a brain.
The Earth provided us with a catalogue of terrors from which to build an army of Terror Weapons. Like the Digger Wasp which paralyses it's insect prey and implants eggs into the still-living creature. Or the Phorid fly which attacks red ants, injecting them with larvae which migrate to the ant's head and consume, using the head as a pupal case. What we do know is that the Conquest society have built upon their memories of Earth - built from the genebanks they brought with them.
We don't need to imagine that other races on other planets across the wormhole network have their own horrors to build upon. The Trader archives contain several examples of bio-engineered guerilla weapons which decimated entire worlds, complete with dire warnings to stay away. These weapons are recorded as causing extinction events on the home planets where they originated.
Frontier: The Dichotomy of Fulfillment
In an earlier post, I discussed two examples of Citizenship, reproduced here for your convenience:
Chera Nyumba was born in a small village in Africa, in an area formerly known as Zambia. She lives with her husband and their three children. While the children are at school, Chera and Enzi work in their fields, collecting their crops. In the evenings, they watch and listen to the news feeds and Enzi tells the children stories until they fall asleep. Chera is interested in the environment around her as much as it affects her family and work. Chera is a Competent Citizen; she is part of her community and a functional, productive member of society.
Kesho has taken the skill "Citizen" at Professional. She grew up in the shadow of Kumbu and after her school years travelled through the Western European Expanses and the Americas. She now works with two Experts and four humans in the Explorer Crew Selection committee. For her leisure time, she enjoys sex and researching Explorer Disruptive Element reports. Kesho contributes to her community less than she contributes to Human Unity as a whole.
The dichotomy in Human Unity is plain to see. Kesho (a very popular name) spends her days in the company of powerful artificial intelligences selecting a few high performers from the planet's most capable applicants for missions off-world and reading reports about possible alien activity light years from Earth. Meanwhile Chera spends her days manually harvesting organically grown crops in the fields. Neither is considered low or high work - but they both represent distinct life choices for these individuals.
While it is likely that Chera and her husband use some technological enhancements (a Harvester Specialist - an sapient machine designed for collecting growth produce) for her work in the fields, she has dedicated her life to the raising of crops, the nurturing of her family and the bonds of community life. In the eyes of Human Unity, Chera will receive as much respect for her life choices as Kesho (and in some circles, more - as Human Unity still holds the individuals who laboured their way out of extinction in high regard). It is the main priority of Human Unity to provide a feeling of self-value to individuals as part of a larger collective.
Chera and Kesho receive the same rewards in life. They have no need to work (as the society is post-scarcity and concepts such as trade and barter are somewhat alien to them) but they choose to contribute to their society in their individual ways and are rewarded with the respect of peers and a comfortable life. If Kesho or Chera decided to change their work, to pursue a different career, they would retrain and change and society would continue to function.
Outside of their work, Chera and Kesho enjoy their lives and this is a central tenet in Human Unity philosophy. In terms of overall philosophy, there would be strong parallels with utilitarianism and ethical or altrustic hedonism.
Human Unity individuals can think as they wish and feel as they wish and have the benefit of freedom of expression without retaliation. They can pursue individual tastes with the exclusion of harm to others, but including pursuits which would, by early 21st Century observers, be concluded to be immoral. And they have the freedom to unite and demonstrate. The core belief is that individuals within Human Unity have the freedom to be individuals.
The X-1 visa
The late 80s and early 90s saw an upswing in exotic crime, as beleaguered WatchTower franchises were stretched trying to find members willing and able to combat this rising tide.
In response in 1994, Bill Clinton signed into law the Exotic Foreign Workers Act, which passed with slim majorities in both House and Senate. This law created a new visa, the X-1, which allowed foreign exotics to live and work in the United States on a two-year rolling term. This shored up the immediate needs at the time, and continues to allow WatchTower franchises to bolster their rosters in a hurry.
Some of the conditions of the visa include:
- Fortress screening (DNA samples, fingerprints, various scans - mechanical and exotic, etc.)
- Can only accept employment in a role in which their exotic abilities are needed
- Cannot apply for permanent residency
In return for these fairly stringent conditions, the application is processed fairly quickly (within about six weeks, which is lightning fast for the State Department).
WatchTower New England
All of New England is protected under one WatchTower franchise (WT-NE), which has offices in each of the state capitals (Boston, Hartford, Providence, Montpelier and Augusta) but is headquartered in Boston. To be precise, the HQ is in Cambridge, MA (want to see what it looks like?).
The satellite offices are primarily administrative, although each is known to have the supplies necessary to act as a base of operations for any given action being taken by WT operatives. At any given time, WT-NE employs around 200 people, and between 8 and 12 exotics.
Watch this space for WT-NE making news headlines ...
WatchTower – What Everyone Knows
The world is similar to the world we live in now. We have all the same political, social and environmental issues, the same level of media, technology and education, the same strip malls, gas guzzlers and sitcoms.
Origins
People with exotic powers first came to the public eye in the late 50s, with a series of highly publicized crimes perpetrated by someone who could turn themselves invisible. Although this person was never caught, a team of exotic crime-fighters, known as "The American Dream," was formed to help the people of the United States feel safer at night.
There is still no satisfactory explanation as to the origin of exotic abilities. Roughly 1 in 100,000 people manifests some kind of unexplained ability, ranging from the fairly mundane (such as Martin R. from Dallas, Texas, who can instantly tell the gender of any animal and when it last procreated) to the awesomely destructive that had previously only been the stuff of legend.
WatchTower
Exotic crime rose as more and more super-powered people emerged. In response, some of the original members of The American Dream (with endorsement from then-president Lyndon B. Johnson, along with other political, commercial and popular support) founded an organization named the WatchTower, aimed at fighting crime across the United States.
It quickly became impossible to fight crime over such a vast area, and the WatchTower privatized and branched out into several franchises. Over time this became the de facto standard for cities and/or states to protect themselves against exotic crime. The WatchTower has since spread to the rest of the world, with franchises on every populated continent.
Fortress
Fortress formed at the same time as WatchTower's privatization. For security's sake, not much is known about this branch of the government. They detain exotic criminals and are often involved in their apprehension, sometimes working with (and sometimes against) WatchTower operatives. The world's only known prison for exotic criminals is run by Fortress and it's location is a closely guarded secret.
All I needed to know about Games…
...I learned from writing my own.
Lewis Pulsipher at GameCareerGuide writes that All I Really Needed to Know About Games I Learned from Dungeons & Dragons
He has some core points which apply to any game but especially one which involves multiple users (a Massively Multiplayer Online Game) for example.
As a designer:
You don't need high-level technology to make an "immersive" game.
For human/psychological games (as opposed to computer-mediated challenge games), players enjoy the journey, not the destination.
Some people like to be told stories; others like to make their own.
The objective is to make the players think their characters are going to die, not to kill them.
We all like to improve.
User-generated content enriches a game immensely. (In this case, adventures, monsters, classes, etc.)Lewis continues:
As a player:
It's more fun with more than one person.
Cooperation is required for survival.
Think before you leap.
Get organized!
Don't run headlong where you've never been.
Keep track of the stuff you've got; otherwise you may forget something that could save your butt.
Always have a viable "Plan B".
Always have a way out.
Don't depend on luck!
If your game can take into account all of the above points then you're well on your way to developing a game that I'd like to play. Nintendo shows us that we don't need the most cutting edge graphics to make a game that truly involves the players - in fact - the cartoony lack of realism in the games on the Wii platform serve to make it more memorable rather than less when compared to the Hi-Def Not-Quite-Realism that you find on the PS3 and XBOX.
For myself, the 'fun' in the game has always been in the story and there is some pseudo-theory around this, the concepts of 'gamist', 'simulationist' and 'narrativist'. I identify with the latter category, being more interested in the story, in the interactions and in the 'soft' outcomes. In contrast, a simulationist will strive to have the most realistic 'reality modelling' experience possible. They might enjoy Call of Duty more than Left4Dead or Halo because the content is 'realistic'. Zombies and aliens, despite being fun, are not real. Lastly, the gamist is in it for the game. For the challenge, for the achievements and perhaps even competitively for the win. There's nothing wrong with being in a category and it doesn't make what you enjoy into BadWrongFun and it's perfectly possible to jump between categories depending on the game itself. For example, while playing "Infamous", I was in it for the story and I found "Prototype" to be an unenjoyable button-masher aimed at Gamists but when playing any first person shooter against other humans, I tend to be a determined gamist, it's all about the challenge and all about the winning. Similarly I want a racing game to have realistic drift physics even if the content is all about superfast floating flying machines armed with missiles and if I die, I just come back to life. It's a joint gamist/simulationist experience for me.
Games are more fun when you're not alone and I find the co-operative balance of games like Left4Dead to be immensely compelling because it's the first game I've ever played which must be played cooperatively. Yes, there's a certain mechanics to making sure you have the right equipment and you know the way in a game like that but similarly the 'chaos' introduced by other humans in the game is just the very reason I play - especially as they, through communication, can add unobvious twists to the game itself (like playing Call of Duty using only knives or Left4Dead using only pistols). My love of the story means my motivation to have the right equipment and ensure effective communication with the team is entirely because there's nothing more frustrating than having to play the same 'level' again and again due to the mechanics of a game being poorly thought out. I've experienced this mostly with console games which require you to have twitch fingers as well as intimate knowledge of which button has a circle and which has a triangle. The fact this 'out of game' knowledge is required, completely jolts me out of immersion in the plot and reminds me I'm mashing buttons on a game controller.
An aside to this is the necessity of controlling player character death. There's nothing more frustrating than your character dying because her avatar edged a pixel over some mathematical value which dictates whether the character stands or falls. At least, again in Left4Dead, some designers have thought about this. It's not perfect but it beats the extremes of either falling when your pixels are 51% past the border or being able to stand in mid air because one of your pixels is still touching the edge of the cliff. Always err on the side of playability - as it says above, your job is to inspire the fear of character death in the players, not set out to actually kill them. Don't punish the player for the poor edge detection algorithm in your game engine or for touching something that doesn't look dangerous in your description or image.
Don't miss the point about user-generated content. Some companies see Open Source as being a method of saving on developer time or a political statement designed to attract a certain demographic. I have long been of the opinion that you should let people make up their own stories. Being too restrictive here means there's no Harry Potter RPG and there are only videogames for the franchise which permit a very limited range of activity. The potential content is controlled, closed, censored and choked. Chairman Mao Zedong of China said:
"Letting a hundred flowers blossom and a hundred schools of thought contend is the policy for promoting progress in the arts and the sciences and a flourishing socialist culture in our land."
before doing his own controlling, closing, censoring and choking.
Whether or not you think he was using this to entice dissidents out of hiding is not what I'm here to debate but what I will say is that this school of thought is pretty much responsible for Twitter and Youtube. What can be more fun than seeing your creation being used in new and innovative ways. Back a hundred years ago in 1996 when I produced my first book, I loved seeing that someone has written extra content or modified my rules - because it meant they read them. I was often asked to explain my design decisions and why several rules were labelled as 'optional' and entertained by someone else's take, someone else's story using the background and content I had originated.
I'd love to hear some opinions on what is your favourite game and why. Do you identify most with Gamist, Narrativist or Simulationist (also labelled Narratology and Ludology in Aphra Kerr's book: The Business and Culture of Digital Games.)
Back from hiatus – some new WatchTower
My move to Canada and subsequent birth of my daughter kind of put my gaming on hold, but now I'm back in a regular group and I'm looking to run a WatchTower game with them. This will be my first time doing a bunch of things:
- Running a supers game
- Running Marvel system
- Running WatchTower
- Running a game for this group
I'm using Marvel for the main reason as we used it in the past: it's easy to pick up
It's been ages since I've run anything: with the exception of a brief (and bland) Pendragon scenario in 2007, the last thing I ran was some D&D in 2004 when I was thinking of writing for WotC. Unlike Matt, I don't have the plug-n-play-GM gene, so I'm intending to put a bunch of prep work into this.
Now all I need to do is switch to polyphasic sleep so I get an extra three or four hours in my day.
What’s up?
For the last few months we've been playing in Michael's RuneQuest game and tomorrow night is the first chapter of Graham's new Delta Green scenario.
In terms of my own reading, I've been concentrating on Humanydyne. I just want a simple game to tide me over and the post-modern 'post-human' ghettos of San Sepulchro really inspire me.

For those who haven't been paying attention - Humanydyne is a near future RPG set in a world where there are superhumans, where Baja California has been annexed into a superhuman nation and where some sort of superhuman-precipitated disaster broke up the moon (with horrifying but strangely not apocalyptic results).
As the game is in French, my progress has been really slow and I've considered both asking a friend and hiring folk to help me translate it - not just for my own uses - but for the wider possibility of publishing a translation (don't tell him but Jared would be perfect for this). It's meant to be published by his friends in Cubicle 7 but from what I can see, they're insanely busy already.
So, at the moment, I'm reading it at my own speed...
QABAL – the origin of Magic
In the beginning
Each culture has its own mythology, a tale of their creation. Some believe mankind came about through the spilled seed of a mighty god, whilst others believe that their maker fashioned them from the clay of the earth. Perhaps the universe was fashioned from the corpse of a great monster or from a vast pool of chemicals which coalesced into planets, mountains and man.
The dawn of Magic
In early times, man could not explain the coming of rain and winds, while lightening flashed from the sky, why some were struck down by disease and others were not. These mysteries caused man to fear as they could not control or predict it. However, some men of greater insight could recognise the coming of these events and, once they could could be recognised, they could be predicted. However, these men were still bound by their fear of the unknown. They interpreted these signs as portents from unknown, supernatural agents and when they saw no signs, they would appeal to these agents, placating them with prayers, sacrifices and complex ritual. This practise of magic in its most primitive form as a component of hysterical supersition formed the basis of early religion. Gods were fashioned from the sun and the rain, and through religion man began to construct his first great civilisations.
Customs and rituals developed over time from priest-magicians, descendants of those men of wisdom, who were charged with placating and diving the future from the gods. Their tradition was recorded through the generations from father to son and mother to daughter. The few that were written down survived many centuries and gave those who could decpiher their dead language an inestimable headstart in the mastery of magic.
Ancient cults
A cult was essentially a group of individuals who united under a common purpose with similar methods and a core belief system. Man found he could not blindly believe in a shapeless and faceless deity and therefore added features to their gods so that they might better identify them. In those primitive times it was enough to follow a totem animal, a god likened to a particular beast for familiarity and in the hope that the cult members would gain part of their god's strength or cunning.
The great intuitive leaps occured when man finally began to apply human features to his invisible gods. The traditions and rituals, as well as the facets of these totem animals, were preserved and lived on in these anthropomorphic deities.
During the dyasties of Egypt, the priest-magicians were at their height. They had drunk deeply of science and mathematics, slaked their thirst with magic and ritual, and created a religious oligarchy that would ensure that their chosen Pharoah, often merely a child, would prosper and permit them to guide and advise him. In return for permitting them to shape the nation, the Pharoah was promised immortality. Only a fraction made it quite that far and their remains are scattered around the world on show to the masses.
The later civilisations maintained their pantheons of gods and imagined thir interactions in legends and tales of great deeds. Most still carried a vestige of their primitive past with Gods of Thunder and Rain, Goddesses of Hunting and, of couse, the mighty all-father who sired an entire race of Gods. Gods at this time were petty creatures, much like their subjects, mostly concerned with appearances, lust, greed and dominance.
The more advanced cults adopted the gods of earlier religions into their mythology, renaming them for their own uses and to ensure acceptance with their own people. The Eqyptian Thoth is possibly the most famous of these. By the Romans, he was known as Mercury but more importantly he was known to the Greeks as Hermes.
Hermes, according to legend, was the author of the Emerald Tablet. This tablet, if it ever existed, was inscribed with thriteen tenets central to the nature and working of magic. The collected works, Corpus Hermeticum, formed the basis of occult learning though it was later thought that many of the works dated to much later than originally suppposed. Despite the proof, many groups, both magical and religious, were inluenced by this work and its effect on their subsequent development cannot be ignored. It has provided a hypthetical link between the gods of ancient times and Classical Occultism.
Hermes was also known as Hermes Trismegistus, 'The Thrice Great', his power attaining his threefold blessing from God, according to Gnostic Jewish and Christian legend. That the works resurfaced in the Middle Ages and sparked off an interest in magical Antiquity and a subsequent reaction from the Church indicates their importance, if not their veracity.
The Greeks and Romans documented their religion (and, by inference, their magic) in their art, literature, oral history and widespread travels through the world. Their combined influence formed much of the basis of magical thought in Europe and their traditions are still upheld. There were other influences from the Germanic, Celtic and Norse peoples.
Magic also belonged to the common man in ways that religion could not. While religion and the gods were mainly the province of priests and the higher workings of magic were revealed only by magicians, a common tradition of magic was based on the occult virtues of natural or common things. This magic crossed the boundaries of society and gave simple chrms andblessings to the common people. It was not uncommon to hear part of the Liturgical Word intermingled with pidgin Greek and Latin as a medicinal or spiritual cure administered by ignorant lower clergy.
Even from its humble beginnings, Christianity began to see magic as a competitor. The people would never completely accept the new religion in place of their ancient pagan traditions. To combat this problem, they employed syncretism. They canonised some of the pagan gods, establishing them as saints in the Chirstian hierarchy and attributing their miracles to the power of God. Pagan temples were to be reconsecrated and festivals given a new Christian meaning. Stories of the old gods would still be told, but by the new clergy and where Wotan had once ruled, now a Nazarene took his place in legend.
For the commmon man, Natural magic or Occult virtues presented a viable alternaive to Chritsian prayer. In times of adversity, magic could be relied on to provide a solution where prayers seemed powerless. The Church began to preach against such activities, citing the examples laid down in biblical texts as a warning to those who would consort with demons. They even preached against the use of simple charms and the creration of brews which, though they may not deal directly with demons, were another form of idolatry. Magical practices were used and described by midwives, monks, physicians, priests, folk healers and diviners. Even common men and women who had no formal training or special talnet could harness some of this potential. Before science and medicine became enshrined in universities, it was hard to see how a physician would differ from a lay healer.
The higher echleons of the surviving cults spotted the inevitable outcome. They were greatly outnumbered and even though some of their number were members of the Church, it would not save them from the war to come.

QABAL – a history of the world
History of the world
Legend has it that in ancient times, gods walked the earth beside Man and waged great wars amongst themselves that shaped the face of the lands and seas. To end all wars, the earth was divided amongst them and great domains became ruled by mighty gods. To some was given the seas, others possessed the air, and to the best of them, control of the land. Great magic was their tool and Man was fearful of it as he was afraid of everything he did not understand.
Man did not know his place in this world and so the world stayed for thousands of years. The secrets of fire, science and eventually magic would be handed down to Man by the gods, but he was ignorant and afraid, and so would not use these gifts for many lifetimes. Eventually gods and giants disappeared from the sight of Man and lived only in tales that he would his children as the sat huddled around a fire. Some men spent a lifetime learning about magic while others described the basic principles of science and philosophy. They used both to explain the state of the world but continued to revere their ancient gods and use their names to explain anything that their limitedgrasp of science could not explain.
After an age of ignorance, Man crept out of the darkness and embraced the world of magic and science. He built grand cities and great works which he dedicated to his ancient gods. The greates of these cities was the legendary Atlantis. The greatest philosophers, scientists and sorcerers exercised the knowledge passed down by the gods and built the most advanced civilisation in the world.
The Fall of Atlantis
After millenia of fortune and prosperity, Atlantis fell. Some say their science and magic brought about a calamity they could not prevent. Others claim they were corrupt and a good and just god destroyed them for their iniquity. It is more likely that they suffered from a natural disaster and had years to leave their island paradise, which would explain how the legend lives on and the effect the Atlantean culture had on mankind.
When Atlantis fell, it was looted of its treasure and its knwoledge, and both were scattered to the four corners of the earth. Many of their magicians and scientists found their way to Egypt where they helped found a dynasty of kings. Perhaps the Egyptian Thoth, the Greek Hermes and the Roman Mercury are all based on these Atlantean survivors, who handed their advanced knowledge to a primitive society and helped them gain ascendancy over their neighbours.
Atlantis survives only in myth if it ever existed. Plato describes Atlantis in some detail, though modern thinkers still believe that Atlantis was no mor than a legend. It may well be a cipher for the origin of all knowledge, in other words the location of Eden. It has been suggested that the Bible relates to myth when it needs to. Perhaps the fall of Atlantis was during the Flood which covered the earth. The same Flood which destroyed a race of giants which walked the earth in those days alongside man.
Despite the lack of proof regarding Atlantis, there have been many people who have claimed that they are the holders of a secret lore which came from the sunken island. Even whn geographical evidence denies the possibility of a vast island-city in the Atlantic, some people still cling to the legend. The proof of Atlantis is as much a question of faith as it is a question of knowledge. If you believe it is there, then there is no need to look for it. If you know where it is, then there is no need to question its existence.
A Carpenter's Son
During the reign of Herod the Great in a small desert backwater called Judea, a child was born who was to become the inspiration for the largest religious cult in the world a mere two thousand years later. This youth was remarkable in that he possessed knowledge and understanding of Scripture far beyond hismeagre years. During his travels as a mendicant preacher, he gained some notoriety for his skill with magic. People flocked to hear him talk and see his great works. Amongst the crowds were the sorcerers of the day. Their command of magic was considerable but even their greatest could not rival the works of this yougn upstart and thus they plotted against him.
In those days there were many cults who thrived on the ignorance and isolation of their followers and their intention was to usher in a golden age with themselves at the helm. They alone would be enlightened and they alone would control the earth. This upstart disagreed, preferring to spread the word of a universal enlightenment attainable by all. To add injury to insult, his cult was growing at a phenomenal rate and even foreigners, worhsippers of strange alien gods, came to hear him speak. At the height of his popularity, they sent their advocate to bargain with him for regency over the earth, but he refused.
As a result, their agents were sent out across the land, spreading word of how this man would throw off the yoke of Roman oppression and free them all. He knew that he could not combat them at this game. He was but one man and they were numerous. Thus through blackmail and magic, they were able to ahve him arrested and executed at the hands of the Romans. The people were demoralised but rallied behind his surviving followers. The Romans were now involved, but they could not grasp the complexity of the situation. As a result they did their best to quash what they saw as a civil uprising.
When it became clear that the situation was not as simple as they thought, they quickly realised that further action might provoke open hostilities with all sides of the community (as it would around half a century later). Thus they decided to concentrate their attention on the remaining ringleaders, a motley collection of agricultural workers, fishermen and former tax collectors. Their champion was to be Simon Magus, a foreign sorcerer of some skill. However, the resulting magical duel ended in Simon's death and the cult went underground to avoid Roman retaliation.
During the next few centuries, the cult grew and its followers became well-versed in scripture and magic. The life of its founder and the travels of his understudies were to be documented in a great book which would be distributed across the world. their crowning victory was to come in the fourth century when they were able to capitalise on the misfortunes of the then-declining Roman empire to emerge from the shadows and present a solution to the Roman problems. Whilst the power and knowledge of the cult had grown, so too had its reputation (although at a high price, given the persecutions during Nero and Diocletian's reigns). It only took a glimpse of this power to convince a Romano-British general, and the Church was established.
The other cults would languish willingly in relative obscurity. With the ascendancy of their former rivals, it was safer to remain obscure than risk extermination. The Middle Ages witnessed between these minor cults and Chrstianity, a war that neither won but which convinced both to strengthen their positions. A treaty saved a few from fighting among themselves but the end of that treaty is coming and all the wealth in the world is for the taking.
And for those cults who have forgotten their faith and their magic? It is expected that they will die out. Those who have magic often forget the power of one sorcerer pales alongside the power of a thousand human beings equipped with sword and flame. Then again, those with long memories and a broad perspective often point to the example of one charismatic individual who, despite humble origins, founded a tradition which has spanned two millennia.
QABAL intro – Genre
This game can be played in one of many genres. A genre is a certain style where recurring themes show up and both GM and player are expected to perform within this style. In a low magic, high suspense game then the players would be expected to react accordingly and the GM would be expected to introduce only minor magics, to keep mystery and drama high. Just as players will know how a grizzled private detective will act in film noir, the players can then play their characters according to the genre. In this way it is possible to evoke roleplaying from the group as they know what is expected of them.
Some might prefer the Scavenger campaign where the characters spend their time tracking down the legacies of lost civilisations and the belongings of dead Masters. The struggle for magic should be a recurring theme as this game was designed with the Scavenger genre in mind.
Perhaps the Haunted campaign might suit your group if they are intrigued by the concept of the afterlife and undeath. Magicians can be plagued by the spirits of lost friends.
Others may prefer the Tainted campaign - usually set in a remote geographical location where magic has twisted the region according to the whims and jealousies of the people. Remote villages in the north of England can hide as much horror as the crumbling hamlets of Dunwich and Arkham.
A fourth campaign is called Revelations which focuses on the impending doom of the new Millenium and the ending of the Covenant. As the treaty breaks down, powerful magicians may seize the opportunity to rise in power. Conflict is inevitable.
There are more genres available for a QABAL game and all they require is a little work on the part of the GM. There are start-up scenarios in the back of the book and further information to flavour the genres already mentioned.
QABAL – The essential nature of spirits
"Firm, constant faith works wonders even in the course of a flawed operation, whereas mistrust and hesitation in the soul of the worker, who holds himself aloof from all excess, leads to dissipated effort and ruin"
Spirits are constructed of matter. The matter that forms their bodies is not immutable and often depends on where they are. Often a spirit will clothe itself in more visible matter or more tangible material in order to better interact with the world.
Spirits are usually invisible but if moving in a smoky atmosphere they can be seen by the whorls and eddies they create when they move. As they can be touched, though it be light as a feather, it indicates that they have form and substance. This might also mean that they can use their teeth, claws, limbs and body to attack.
Spirits can pierce materials. Perhaps on the most base level they interleave their bodily atoms with the obstacle. Most will prefer to go around walls and through doors. Some may be able to take the aspect of liquids or gases and pass through tiny cracks in walls and doors.
"You call us monsters...but when you dream it is flying and changing and living without death" - Rachel (Cabal, by Clive Barker)
These beings, essentially of spirit, have deigned to clothe themselves in flesh. Their differences to terran forms can often be seen and it is easy to see how much of our mythology is populated with these creatures.
Sometimes the beasts do not survive the transformation unscathed. Some are broken and twisted by the experience. These creatures become our demons (Peloric Fragments...Terata) - twisted in mind and body.
The laws of summoning are clear - A creature must follow the terms of its binding which defines its shape, behaviour and loyalty.
-The Circles-
May just be simply of chalk upon the maiden ground but can be elaborate with attendant pentagrams and symbols. It may be drawn in paint, blood, coal or set permanently into the floor with stones, wooden tiles or inlaid silver.
"According to the Cabala, the dybbuk is a spirit that takes possession of a living person. A famous legend tells of how a young Cabalist was in love with a certain girl. He died and subsequently took possession of her body" - The dibbuk, by Charles Anski
-Performing a Summons-
A Circle must be drawn in which the caster remains until the binding is complete. This can take time so he should be well-prepared for his ordeal. A pentacle should also be drawn and ringed with significant symbols (such as the names of the Archangels).
It is into the pentacle that the beast will form. It will be made visible through the burning of incense using the heady scented smoke to form a representation of its body. As long as the pentacle is unbroken it will remain there. It can be given a single instruction in return for release or forced into a Vessel which should be present in a circle attached to the pentacle. Once inside the Vessel, which is naturally marked with the appropriate sigils, the caster may leave his circle.
If the Pentacle is broken (or worse yet, not present) before the completion of the ritual the caster must not leave the circle. At this point the beast is free to roam about the room and immediate area but may not be seen and cannot enter the casters circle.
Such beasts are difficult to detect and capture and they possess considerable tangible and magical power with which they may assault unprotected targets. Even those protected by a magicians circle may find themselves the victims of missiles, mundane in nature, which have been hurled by the beast whose claws and magic cannot penetrate the circle.
Truly the safest place is within that circle though remaining there may result in injury and possible loss of life. Should anyone leave the circle they immediately open themselves to the creatures claws and magic and attempts at posession.
-Binding-
Once binding has begun, the smoke appears to pour into the Vessel until the beast is wholly consumed. Its appearance returns to normal though some report a vessel becomes heavier after binding.
Almost anything is suitable for binding though what is suitable for the required task may differ. Objects (rings, doors, statues, gems), Animals (cats, toads, newts, ravens, dogs), humans (alive or dead), and Materia (blood etc for a homunculus, clay for a golem) are all suitable.
QABAL – Wandering Mystic
It came to me while I was out shopping. The voice said “You are the chosen one”. I had always known I was special. It went on “You must dedicate your life to contemplation and gather others who wish to share in sublime glory”. I knew then that this was no mere flight of fancy so I went home, quit my job, sold my house and told my wife I was leaving Sheffield for greater things. She didn’t understand at first but now I think she accepts it. She and my children now live in Newcastle with her sister.
- Father Lemuel, The Brotherhood of the Glad.
The Wandering Mystic is a strange beast. At first he makes you think of an esoteric holyman making his was across continents dispensing wisdom in return for a crust of bread. He walks barefoot and shaves his head, his clothing is coarse and plain and signifies his humility. Some may see him as a beggar or a lunatic but most regard him with awe as he flouts modern conventions.
The reality is much less romantic. He still shaves his head and walks around barefoot but he is much more likely to own several cars and his bare feet seldom touch the cold ground and are cared for by expensive manicurists. His followers work hard in their respective careers and give their worldly belongings gladly. He might be targetted by one of those documentary investigators for his new television series but every member of his collective interviewed will talk at length about how his teachings have enriched their lives
Darren Mitchell was an unemployed factory worker before his Shining Moment. His wife Sharon wasn't quite as enthusiastic when he announced he was going to become a preacher. She was more interested in when he was going to go down the Jobmarket and get a job. This preacher malarkey was just another grand scheme. "The way I'm playing it" he would rhyme off as he was about to elaborate on the next great scheme. They were going to get rich two years ago with his chip-van sideline and last year he managed to get his hands on a load of computer games which he was going to sell down the market and make a killing. Neither made him any money so now they had a greasy smelly health risk filled with obselete computer programs occupying the front lawn. And to top it it all he wants to be a preacher.
Sharon did what any responsible mother would. She packed up her bags and moved herself and the children to her mothers house. Darren didn't really mind. He sold the house and disappeared.
Six months later The Brotherhood of the Glad appeared on television. The documentary that featured them interviewed a few members who spoke volumes about how fulfilled they were and arranged a meeting with their spiritual leader, Father Lemuel. You can imagine the look on Sharon Mitchell’s face when she recognised her husband under the bushy beard and voluminous robes.
The Brotherhood of the Glad has been accused of brainwashing and kidnapping but nothing like that actually goes on. The acolytes wake at five in the morning and begin their chores. After that (usually at about noon, some say when Lemuel wakes up) gather into the Hall for a sermon. The sermon is mostly the usual new-age feel-good nonsense but normally sensible people attend and afterwards speak volumes of well-being and confidence they have received as a result.
Darren takes his new life quite seriously. He honestly believes that he is enriching lives when he speaks. The fact that others more successful than him agree with him provides him with more proof. He sees his relaxed lifestyle, collection of soft furnishings and numerous sexual partners as his legitimate payment for his services. He doesn't believe in magic but has a strong belief in fate, luck and destiny, People who he perceives as lucky instantly earn his friendship as part of his personal philosophy is to surround himself with positive influences. This means lucky people, wondrous examples of art and craft and beautiful women.
In Qabal:
Though not a magician, this character wields considerable power. He may have a touch of magic that has been realised through this vocation. He would not be a suitable as a player character unless the other players were also important members of the same cult. He coould be a powerful ally and a powerful enemy as his disciples include city lawyers and brokers and family members of other influential people.
QABAL – The Orthodox Sorcerer
I've seen things you wouldn't believe. I've touched the Hand of God, I've
watched Angels feasting on the entrails of Devils, witnessed the seven
headed dragon and yes it burned me. Yes it burned me. And tonight, when
the stars are right, you too shall be burned. More tea, Vicar?
- Henry Olcott, Grand Magister
The Orthodox Sorcerer is perhaps the most familiar to the scholar.
Commonly recognised by a long robe, also seen with a flambuoyant headdress
and a penchant for much ritual and pomp. While some will dress casually
with shirt and trenchcoat, most take their costume seriously and keep
special robes for the purpose of performing magic.
It is also common for the Sorcerer to maintain a room in his house
specially consecrated for ritual magic. This sanctum will contain the
necessary paraphernalia for the magic - chalice, sword, cord and candle
will be evident. Sorcerers commonly have assistants, plucked from a wider
group of adherents because of one or two special qualities. These
qualities could be an aptitude for magic, a special trust between sorcerer
and assistant, a merely sexual relationship or something else.
Orthodox Sorcerers predominantly come from religious backgrounds either
from the clergy itself or from a particularly devout upbringing. This may
influence their later predilection for dressing up and performing grand
ceremonies.
A classical education is also a prerequisite in order to help them cope
with the esoteric literature and occult blinds so prevalent in the
subject. A background in psychology, egyptology or archaeology would be
obviously an advantage.
Olcott has been a member of the Aegyptian Order of the Everlasting Way for
the last twenty-five years. His official title is Grand Magister which
belies his actual status. He may not be a member of the inner circle but
his importance to the organisation is much greater than his apparently
lowly station. The AOEW pay him a monthly salary as a retainer for
consultancy work in addition to his other work as a touring authority on
egyptology.
In 1965 Olcott was an avid student of the occult and attended many of the
lectures around the country and on the continent in relation to this
subject. As he had few friends and his only real relationship had ended
several years before he fit right into a new more liberal culture proposed
by the pagan revivalists.
After a few years living in such a group, having taken his fill of
indulgence and nonsensical ritual, Olcott left the group and bought a
house in Ealing. He invited some of the more learned of his brethren to
live with him and create a college of learning in his cramped townhouse.
After a decade of honest research punctuated by behaviour reminiscent of
his youth, Olcott kicked the remainder of his colleagues out of his house
and initiated a vendetta that eventually caught the eye of the newspapers.
Olcott managed to distance himself from the fracas and from then on
cultivated the image of the beleaguered academic. From here, after his
fill of indulgence, things began to get interesting for him.
In truth he fell in with another cult. Olcott had always been
spectacularly bad at magical effects. He never seemed to achieve the right
state of mind that the others slipped into easily. Then again, the others
success was always measured in the most subtle of ways while Olcott placed
much higher demands upon himself. Magical expermentation within the new
group was much more structured. There were rules about what could be
called in and what could be cast out. There were regulations on binding
and prophecy. Because every night did not start out with attempts at magic
(usually followed by either a drugged orgy or a drunken depression), the
rituals began to have more meaning and correspondingly, an effect.
It was a frosty Thursday night when Olcott saw his first spirit.
Even he would admit that his faith in the process had been faltering
before he joined the AOEW. Their honest and open ways and utter dedication
to the study of magic inspired him and reaffirmed his flaccid faith. He
had settled into his seat (he was never comfortable in the lotus position
which may have contributed to his earlier failures) while his assistant
completed to preparations. Aftter two hours of feverish chanting nothing
seemed to have happened. Olcott lifted himself from his chair and only the
surprised gasp from his assistant alerted him. Inside the circle, where
the smoke from the incense brazier had drifted, was a churning smoky
zephyr. His assistant spoke in what seemed like a whisper. Perhaps a quiet
prayer. The spirit remained within the circle for the next few days as the
AOEW filed in and made their observations. At that time they had no way to
communicate with it and Olcott dedicated his time to researching how to
dismiss the presence.
The AOEW has reorganised. Rather than being an occult group trying to
contact "those-in-the-know" they have become an esoteric group who give
the impression they are in the know. They hold rituals no more than once a
week to a select group of initiates. Olcott has deliberately distanced
himself. Previously he was clinging to the ceremonial robes of those
within the AOEW but now he finds himself the advisor and realises he will
never again have to kowtow to a middle-class accountant in a
stars-and-moons bathrobe.
In Qabal:
This sort of character would be a magician with a fairly important
lineage. He will gather acolytes or a circle whom he treats as equals in
order to perform his magic. His predilection for pomp and requirement for
ceremony will mean that his magic will be quite specific to him and his
lineage. It also means that a considerable amount of preparation is
required for any magic to take place.
QABAL – a brief history of Magic
The beginning of time
In those days giants walked the earth and fought with the gods. Secrets were passed
from the gods to man through Thoth, Prometheus and Hermes Trismegistus - Secrets
of fire, science and magic.
350 BC
Plato describes Atlantis. It symbolises the origin of all knowledge. Believed to
be a myth, certain mystics claim it is a cipher for the location of the biblical
Eden. It has become apparent that there is a link between the ancient gods, Atlantis,
Eden and the biblical Flood that rid the earth of evil.
62 BC
Magi congregate at the court of Antiochus. They have foreseen a great conflict and
a divine peacemaker. The meeting is called to a sudden end after heated arguments
on how to deal with this matter. They depart undecided as to whether they should
welcome this new king or oppose him.
30 AD
Jesus of Nazareth, member of the Essene cult, is arrested and executed. Though he
was crucified by Roman hands it was the desire of his enemies, the Hebrew sorcerers,
that he die as a criminal. His chief disciple, Peter, defeats the sorcerer Simon
Magus in a magical duel and moves the cult of Christ into secrecy to avoid further
persecution.
685 AD
Khalid ibn Yazid, an arab prince, refuses his crown and leaves his court in order
to pursue his studies. He is taught by Morienus, a sorcerer and alchemist, but his
subsequent actions, purging his lands of other sects, have tainted his tradition
so that they are no longer known as holders of a secret wisdom but regarded as butchers.
930 AD
Sabbatai Donnolo unearths the hidden Sefir Yetsira or Book of Creation, a major work
of theology and also of magic and miracles. It is prolific during the Middle Ages
but later passes almost into the realm of myth. Whether or not the work is authentic,
passages from it survive and describe the magic used to create the earth.
1224 AD
A covenant is drawn up between two cults to ensure mutual protection til the end
of the millennium. In their desire to consolidate their agreement they alienate many
of the other cults extant at this time. Fortunately for them, most of these other
cults are destroyed by the fires of the Inquisition but some survive and remember
the betrayal.
1314 AD
Established in 1118 AD, the Knights Templar are destroyed on account of possessing
too much political and economic power. The charges brought upon them, however, were
idolatry and sedition.
1520 AD
In his key work De Occulta, Agrippa lays down his Unity of Traditions, a desire to
unite all religion. His intention was that his magical brethren should unite under
one purpose. His attempt fails but his works were widely distributed and have become
one of the main inspirations on magical thought.
1785 AD
Claude Louis, Count of Saint-Germain reappears to his pupil Etteila. Though his claim
that he is 325 years old is disputed, he surfaces several times in the next eighty
years. The last time he is seen is in 1875.
1850 AD
Eliphas Levi alleges Vintras and his Institute of Pity are an "absurd, anarchic
sect". This may have been true but it also has the effect of endearing Vintras
to Levi's enemies. The depravity of the time also drew attention back to occult philosophy.
This was received with mixed blessings among the Masters.
1875 AD
The Great Purge Several Masters are slain along with hundreds of their followers.
Their groups were small and their followers weak so there were no retributions. This
highlights the encroaching end of the millennium and the end of the covenant and
thus an attempt to regulate the members of the covenant is made.
1900 AD
Crowley expelled from the Golden Dawn for 'extreme practices'. He, and some of his
more loyal acolytes, form the Order of the Silver Star.
NOW
The Covenant is ending. An ancient alliance is ending. The future and untold riches
await those with knowledge and power enough to take it
The Books again
Orders for the books have been trickling through which means that people are getting them into their hands. The Paypal links are working well and the post office is just round the corner from my work so I pop out and do the postage at lunch time and everyone is happy. We're down to about 15 copies of Zombi already and I'm working hard on prepping a PDF for sale as well as getting a second printing done - the news about Key20 really threw a spanner in the works there.
It feels good to be getting the stuff out there however - not quite as good as getting someone else to handle the US distribution but good enough nonetheless.
I'm still wondering what to do about Key20 and the non-payment of money from books sold. I have a feeling that's going to stick in my craw for a while yet.
The Books
A few days ago I received some chilling and frankly angering news.
We'd been distributed through Key20 for the last 18 months (and previous to that as well) and we'd sent them the vast majority of our stock. As of last week, they couldn't pay so they're sending back the remaining books and the only money we're getting is likely going to be paying for shipping back to us.
This is angering me because they received nearly all of our copies of Zombi, for which we're getting diddlysquat - and that leaves us up the creek without the proverbial paddle.
To this end, we're just going to offer fulfillment directly through Paypal and work on getting the PDFs done. It'd hard to find the time to do all of this especially when you consider that we're out a lot of money.
We've got a few books of each variety and we'll be receiving the shipping of the remainders coming soon and aiming for a second printing as soon as we can afford it.
SpaceNinjaCyberCrisis XDO
A self contained game set in a world filled with beautiful cyborgs, cute robots, superfast cyberbikes, powered exoskeletons, giant mechanoids, speed lines, comical pets, strange aliens, maniacal villains and demons with amazing groinal powers. The perfect bound A5 book is introduced by a four page comic drawn by the artist is P.J.Holden, known for professional comics work (DNA Swamp, Caliber Comics, 200AD, Judge Dredd Megazine, Fearless).
ISBN: 1-901042-02-2
Stock currently 100+
Reviews:
SpaceNinjaCyberCrisis XDO - Review
Its not often that we do role-playing reviews in the SF&F newsletter but since this game was right up our street we thought what the hell!. SNCC XDO is the new game from Crucible Design, the same team that brought us The 23rd Letter last year (which, incidentally, has just gone into its 2nd edition and is well worth a look), and the standard of this game is at least as high. Like its predecessor, it is designed for the more mature gamer (although there is nothing preventing a beginner from enjoying the game at least as much) and is geared more towards storyline and character than rules. This is not to detract from the system in either game, since both work very smoothly. The point is that the game is left more in the hands of the GM to do with as he sees fit.
The background to SNCC XDO is one immediately familiar to fans of the anime/ manga genre. For the uninitiated, these are Japanese animations and comics dealing with frankly bizarre subjects (and Im a fan!). However, whilst it helps if one has seen at least one or two of the items on the recommended list at the back of the book, it is not necessary. The world is complete in itself and further reading/ viewing only adds flavour. Briefly, the game is set in the year 2019 after humanity has discovered MekaTek, advanced technology allowing mankind to do cool stuff like design whopping great suits of powered armour, space craft and so on. The setting concentrates on San Metro, immediately recognisable to fans of the genre. The citys main landmarks are described as well as a clever section about what Joe Average does in San Metro (a favourite of mine because it proves that they have football in the future). The different power groups in San Metro are described in some detail (handily giving plot hooks to the GM and showing how they fit into the scheme of things) and a brief history is also given. The background is very entertaining and there is plenty for characters to do. There are demons, aliens, cops, robbers, vigilantes, religious whackos, prophesies and too many other things to mention. Suffice it to say, you wont get bored.
Moving back to the system briefly, I have to say it is very, very quick indeed. Characters have ten traits which all start at 3 and are then added to with starting points. MekaTek is also a statistic which begins at 0 - players must spend points to increase it if they want to start out with mad techno gear. Some people might moan about the fact that they cant flesh out the charcter because of the limited skill list; I went through it as an experiment and I could not find anything theyd left out. If a character vitally needs to have a skill in Aardvark Tickling then he can bloody well talk to the GM about it. There is more than enough breadth and depth to allow such variation in the game. The point is that characters are about exactly that - character. Your history and personality should mean a lot more than numbers on a page. Besides which, the game has its tongue very much in its cheek. This is why I like the idea of the Life Notes. Apart from being very funny and setting the tone of the game nicely, they do give players a nice framework to build around. To add to the fun, there are both positive and negative notes which have to balance - for each roll on the positive table, you must also roll on ther negative table. The system itself is devastatingly simple. Roll 2d6 and try to get under your trait. I mean, the old Fighting Fantasy books were harder to suss than that! In short, the system is designed to be simple and quick, and it achieves this very well.
To finish up, you may have guessed that I am quite impressed with this game. Guilty as charged, Im afraid. What can I say? I mean, Im a fan of manga, I like the sense of humour that the game has (I challenge anyone to find a better tag line for a game than one that includes ... demons with amazing groinal powers...), I was very impressed with the system and background detail... suffice it to say, you get the picture. As if all of this wasnt enough, the new Crucible Design format of perfect-binding their games is very nice, and theyve even thrown in some art work. This is of a very high standard (I dont know much about art, but I know what I like) and includes a 4-page comic at the start of the book. Were there any faults with the game? Not really. More extensive playing might reveal a few hiccups, but I would be very surprised if there are any. It is designed to be a very fun game so my advice would be that if you like manga or you want to get a game that you can enjoy rather than endure, you should seriously think about buying SNCC XDO.
QR codes for games
Following my last QR test, I got an email from Roger Smolski who runs the 2D Code web site. He had previously posted about the iPhone being an unsuitable device for QR codes due to the poor quality of the camera and this has resulted in several perfectly good QR decoding apps getting a poor rating on the AppStore due to the fuzzy quality of the camera. I've had good experiences mostly with QR codes on the iPhone as long as the URI is short but once the information gets much longer, the iPhone is unable to recognise a snapshot of it.
So, what's the solution?
A clear still of a QR code will work - even a complex one so I reckon the alternative might be to find another way of getting them into the phone. Loading a URL or receiving them in email both work fine.
Why is this important?
Anyone who has read my earlier posts on Alternate Reality Games would realise that I think QR codes are an excellent way of distributing clues to a game where you want to hide it a little but not make it too hard for people to find. The poor quality of the camera in the iPhone just really means the QR code display has to be big enough or they have to get the information from another source.
Anyone who has seen Serenity would realise the relevance and importance of this (2d Code link).
•REC (spoilers! beware!)
Last night, due to the absence of Jim, we watched movies up at Graham's rather than gaming. When I arrived (a little late due to teleconferences with NBC), they were just finishing off Dead Set. Michael's opinion was that it didn't add anything to the genre and although I think it was excellent, I am inclined to agree.
Afterwards we settled down to watch •REC. And there are spoilers ahead.
Our First Glimpse of an Alien World
Discover Magazine writes about our first glimpse of an alien world.

Achieving a feat that seemed impossible not so long ago, a team of scientists working with the Hubble Space Telescope captured the first visible-light image of a planet orbiting another star.
This stuff inspires me. It makes me wonder about what's out there - other worlds, other suns, other houses, other dinner plates. We'll never know, of course, because Fomalhaut b is 25 light years away and that means flying for 25 years at light speed just to get there - and maybe to find nothing. Any transmission we make will take 50 years minimum to get a reply. And as we all know, long distance relationships never work.
But still. Somewhere out there....beneath the pale moonlight....
Oh. That's a lyric. Sorry.
















Explanation
[Fake Scotty accent]
We had a database crash here. We're still pickin up the pieces down here...
[\fake Scotty accent]