Pickup Games

We’re not talking about games which are designed to get the GM a date with the hot new girl in the gaming club (as mabmorrigan will likely relate happily later) but rather games which can be started quickly, how to pick up a game and get started and the pitfalls of doing so.

Games that can be started quickly

I designed SpaceNinjaCyberCrisis XDO and Zombi to be pickup games. Small size books, really simple character sheets, simple rules, only using d6 dice and strong, easily identifiable genres. Likewise, The 23rd Letter, though more involved for the GM is good for In Media Res gaming and I think that qualifies. Another excellent pickup game in my opinion was the Quick Play Vampire rules from White Wolf. Not only were they free, but the rules were vastly simplified. You can download the Demo rules from White Wolf’s web site. Similar games might include Mikko Kauppinen’s PowerGame or some of the games from the Indie RPG Designers Forum. There are some indie games which are very limited in scope, being more like Adventures with Quick Play Rules added (and The Mountain Witch would be a perfect example of this).

How to pick up a game and get started

Okay, you’ve an idea of where to start and assuming that you’re going to avoid the “Adventure with Rules” type of games, then you’re going to wonder where to get started. We’ve recently had a post telling us that pregenerated characters are bad, mmmkay. So, you’re going to need to make up some characters. Just tell them what you want. You’ve a grain of an idea in there and you need that to get the game started. Ivor and Paul in my TTN game will know this as I just told them “Make up characters who work at a TV station.” Without further prompting from me they made up a roving cameraman and his anchor. They’re good players so despite the fact I only had the bare bones of a plot (it’s Zombi, what else is needed), they threw me a few bones. As the game went on, my imagination started working again and soon I had a plot, an idea, a conspiracy and a game!

Pitfalls

The biggest issue for me is longevity. I really enjoy long campaigns and pickup games don’t really provide for that a lot of the time. I’ve told my TTN players to make some more characters in their spare time as mortality is a real danger and it’s easy enough to find ways to introduce them. Without longevity of character (an issue I often have with Call of Cthulhu), I tend to find games a little unfulfilling.

Conclusion

I’m already writing some game design notes for WotW and Viride and I see these as Action games and Culture games (more on that later) and I have a couple of idea for Pickup games. Games that are little more than Adventures with rules….Watch this space.

Trust.

This isn’t about Roleplaying, Sci-Fi or Gaming in general.

I’m angry.

This is regard to a complaint raised against the North and West Belfast Health and Social Services Trust regarding the treatment of one of their patients, a young adult with special needs.

This young man is under the total care of the Trust as he is, judged by their own care professionals, to be incapable of looking after himself. As such, he relies on the Trust to provide the basic care and human dignity that we all would come to expect.

As it happens, this organisation is failing in it’s care of this individual and therefore most likely failing in it’s care of other individuals in his circumstances and these people, our brothers, sisters, fathers, mothers and children, deserve much better.

For example:

  • This young man relies on the Trust for his laundry services. He is active in the Choral group in the institution and the uniform required is a white shirt. He owns a white shirt. For the performance, he was in a creased shirt and was wearing socks and underpants belonging to another individual in care. The Trust, like a 5 year old with jam on their hands, has no explanation for this. His family are upset about his best clothes being destroyed by the hospital laundry service.
  • The young man is incapable of completing his own personal hygiene tasks and is assigned a carer for assistance. He was apparently supervised shaving and yet looked unkempt and had nasty cuts on his face from the disposable razor he was forced to use. He owns an electric shaver for his personal hygiene but again the staff were unable to account for it. Or his electric toothbrush.
  • He was repeatedly struck by other patients in the facility. He informed the staff but despite staff supervision, no-one was a witness and no staff member reported such abuse. But one staff member witnessed him being teased and struck by another patient to the point where his glasses were broken. And nothing was done. He’s had teeth knocked out by other patients and again, nothing is done. I will, for the sake of decency, not go into the multiple claims of sexual abuse and interference he has received while under the care of the Trust.
  • Because of his restrictions on movement outside the facility for his own safety, his family have provided him with a playstation, numerous portable music players and a portable DVD player. I, myself, bought him an iPod last Christmas and marked it with his name in indelible marker. The portable DVD player has gone missing and staff claim there was never such an item in his possession. The staff also claim that he had “an MP3 player but not an iPod” and it too has gone missing. These items were all left for checking by hospital electrical maitenance for safety checking.
  • His lack of access to his family for birthdays, family events and special occassions (for example, to celebrate his religion, to attend the christening of his nephew or his father’s 60th birthday) has been a constant sticking point with his famiy and they have repeatedly brought the point to his incarcerators who refuse him access to these needs.

Is it public policy in the UK National Health Service in Northern Ireland to treat those with special needs worse than we treat the common criminal? Criminals have rights regarding assaults, care of property, laundry service and religious and social needs. Isn’t it the case that if he had killed someone, he’d be out for good behaviour by now? Wouldn’t there have been a public enquiry by now?

These events were investigated by Mrs Eileen McLarnon, a Senior Nurse Manager at the Hospital. It is my supposition that she must be good as a nurse, because she sucks as a private investigator. But I understand the need to cover your own back and the backs of your co-workers.

Frankly, I’m disgusted and this after reading the letter from Paul Ryan, Director of Planning/Deputy Chief Executive on behalf of Professor Richard G Black, OBE, Chief Executive of the Trust. I’m horrified that this is the state of the NHS today. Absolutely disgusted.

You do not deserve the word ‘TRUST’.

North and West Belfast HSS Trust

Email Paul Ryan here Mr Paul Ryan (Deputy Chief Executive)
Email Richard Black here Mr Richard G Black OBE (Chief Executive)

Glendinning House
6 Murray Street
BELFAST
BT1 6DP

Phone: +44 28 9032 7156
Fax: +44 28 9082 1284

TTN: Zombi

Tonight at TableTopNorth, I decided to eschew my plans of running 2300AD because, simply, the setup is massive and I don’t know my players very well. They seemed to want an action game so I dug out a copy of Zombi, one of my own games, and decided to force them into some hot undead action.

I decided to set it in late August of 1999. Mere weeks after the first recorded rising. Things were about to get ugly in the city (which the players decided was Kansas City) and the police force has been tasked with covering it up. They know the dead walk but there’s a pogrom on talking and desertion has meant that the City has had to hire private security companies to fill in.

Througha combination of impro and planning, the players made up two characters. Jim Buin, a combat cameraman who spent years with the troops and has a recurring nightmare of Mogadishu and Frank Connor, his wealthy socialite anchor. They were dispatched to riots in town by the Head of News, Gaylen Ross. They’re given a official TV van and a big camera.

In town, they fast-talk their way past a dumb uniform cop and find their way through the detritus of a deserted downtown to a riot scene. Ducking into an alley they encounter a half-corpse and decided to scale a fire escape to get a better view of the riot. Once upon the roof, they shoot a live feed of the police containing rioters, rioters who are under attack by another mob and to their horror they realise that this second mob are attacking, biting and eating the rioters!!!

They watch in horror as a pair of SWAT vans arrive and 16 SWAT troops disembark, take up positions and summarily execute the rioters and the second mob. They’re horrified and try to escape but are apprehended by two SWAT cops who try to bring them back to their Lieutenant, a stressed out guy who will do what it is required to keep this shit under wraps. They encounter the still-moving other-half of the half-corpse…which is killed immediately by the SWAT officers (and gives the players the hint that head shots are where it’s at).

While one of the officers is absent, they subdue the other, take his pistol and escape into the alleys with gunfire ringing in their ears. At one point, Jim breaks left and Frank breaks right. Frank reaches their van and tries to drive quickly though he’s clearly panicked and drives the can straight into a grocery store front. He’s concussed but rescued by Jim who throws the van into gear and gets them the hell out of there.

While heading back to the city, they call in and Gaylen tells them to get out of the city. She’s leaving the station now with her fiancé using the traffic helicopter and suggests they do the same. They divert to the local gun store to find widespread looting and the gun store locked. Frank rings his father who suggests they make tracks to his ranch, 40 miles outside the city. They turn the van around and hit the freeway…Jim makes a call to an old army buddy who tells him to get out of the city and he’d call when he is in a position to give him a sitrep.

…40 miles later they’re pulling up the long drive to the Connors Ranch. They open the front door and Frank is horrified to see the lobby is awash with blood. Jim immediately activates the centra locking on the van from his remote. Frank stumbles into the hall and spies his father, obviously injured, feasting on the remains of his younger brother. His father drops the body and starts to approach Frank and Jim. Jim fires warning shots at Mr Connors but he keeps coming, a murderous look in his eyes. They start to back away and Frank, already established as a rich but incredibly unlucky man, feels an icy hand on his shoulder – his father’s wife, Missy! Already blue from the rigor, she attacks him immediately. Jim, empties the pistol and hits nothing but air and nicks Franks ear and starts to run. Mr Connors is still approaching and Missy grabs Frank’s arm and bites down hard, taking a lump of flesh and gobbling it greedily down. Jim aims carefully and with a careful shot, takes Missy down with one shot to her temple, showering Frank with blood and gore. They back away from Mr Connors and make their way upstairs to his study where Frank says there are rifles and pistols. They’re watchful for the other members of the household – Frank’s sister Lucy, the two stablehands, the maid… – and once in the study they start ringing the other phone extensions in the house to see who answers. José, Ricardo and Lucy are in the stables! And unhurt!

They secure the rifles and the pistols as Mr Connors starts to pummel on the door so they slide out onto the roof and drop to the ground and run to the van and load up. As they start the van, they notice Mr Connors and another walker coming out of the house. They wait til they are close by and BAM! reverse the van over them. They step out of the van and Frank shoots his father’s undead corpse a couple of times and, true to form with his bad luck, also manages to shoot out a tyre in the van. He also notes for the first time that there is blood pumping out of the bite wound on his arm….

They make their way down to the stables to find José, Ricardo and Lucy who are very happy to see them and Jim immediately gets the two men to change the tyre. Frank’s arm is still bleeding profusely and Ricardo uses his animal nursing skills to suture the wound and bandage it up.

Jim rings Gaylen. She’s about 450 miles north but needs to refuel and the only place is a small airfield about 60 miles away from the ranch. they decide to meet up. She tells Jim that the dead are walking, they kill and eat people. Those they kill, get up and kill. Jim looks at Frank very closely….

And we finish up with them loading into the van….and heading for the airfield…..

Origins of The 23rd Letter

Syndicate…

As mentioned earlier, it started out as a psionics ruleset for a sci-fi corporate espionage game called Syndicate which was masterminded by John. Syndicate was never published and indeed never went beyond a couple of dozen pages of brainstorming materials. I adapted some material from some of my earlier attempts at game backgrounds, mainly one called 8162AD where superhuman psychic investigators were sent to fight terrorists and criminals on an interstellar stage. But it went nowhere so…

Espers

This was the first working name for the game. I got it from “The Demolished Man” by Alfred Bester who goes strangely uncredited in the Wikipedia article and I reckon Bester’s work had a lot to do with the film Minority Report (2002) but I digress. It fit and I used it.

Right up until 2 days before we went to print, which was weeks and weeks after we’d started marketing the book.

Cease and Desist

Came the email. From some guy called James Hudnall. Remember this was before Wikipedia, before Google. This was early 1996, the dot-com boom wasn’t even there. Turns out he’d authored a comic book called Espers back in ’86 and he thought we were ripping him off. Our local comic shop had never heard of him or it. So we had to decide. I certainly didn’t have the money to fight a battle just for a name that neither of us owned, so I took the easy route and spent an evening thinking up new names. And one of them stuck.
I eventually got hold of a copy of one of his Espers books and was quite happy that the name was the only similarity. They’re superhero comics, not comics about shadowy psychic conspiracies. They’re more Marvel/Image than Warrior/Vertigo if you know what I mean. Anyway, we changed the name and I don’t regret it one iota.

The Project Sourcebook

This unfinished work came out of a couple of years of writing part-time by half the team. Now I’m glad it was unfinished and unpublished (though it was released as a PDF for a while). It needs rewritten, heavily edited and heaps more content added.

Now?

The 23rd Letter will be back on sale in the US with a couple of distributors. I’d like to hear from people who know of it, or who liked it. Or just if they read about it on this blog. I’m kinda upset that we’re not in the wikipedia article for Psionics (roleplaying games) but I’ll get over it.

Roleplayers beware…

LONDON (Reuters) – Police on Thursday charged a woman on terrorism-related offences for possession of a computer hard drive loaded with operating manuals for guns, poisons, mines and munitions.

To be honest, these criteria would qualify half of the roleplayers I know for internment. It was my ex-wife who said, “Guns, the more you learn, the more interesting they become.”

Police said the charges against the woman were connected with the arrest last month of a man caught at Heathrow airport in possession of a night vision scope and a poisons handbook.

Aha, okay, these guys were up to no good. Though I’ve been to a game convention with a telescope and a Cocktails book….

Police said among the items on the hard drive found in her possession were the Al Qaeda Manual, The Terrorists Handbook, The Mujahideen Poisons Handbook, a manual for a Dragunov sniper rifle, The Firearms and RPG Handbook, a manual for a 9mm pistol and a manual on how to win hand to hand fighting.

Again, up to no good. Of course, the RPG they mention here is “rocket propelled grenades”.

You can read the full story here on Reuters but oddly not the BBC News site….

Crucible Design….looking back

When we started out, we thought of several names for the company. One was Aes Dana Publications and another was Apocryphal Games. We played with FarTooReal, considered LeannanSidhe and with a group vote, settled on Crucible Design.

We had a list of games (and supplements) we were going to produce:

Syndicate (plus ‘World Conquest’ and ‘The System’)
Cabal (plus ‘Not Alone’ and ‘Ordo Magnus’)
Frontier (plus ‘Traders Tales’ and ‘The Ant Hill’)
Awakenings (plus ‘High Seas’ and ‘Opus Dei’)

plus some that never made it past initial ideas such as

Silver Star
$uper$
Empire of the Stars
Apex
Corsairs
Tir na’nOg

I initially did a lot of writing for Frontier and Syndicate and a lot of reading for Cabal. We played $uper$ a few times and I ran a game of Empire of the Stars once as well.

The first time I wrote anything for The 23rd Letter was when I started writing the psionics rules for Syndicate which was subtitled “ESPace”. I was more interested in the psionics stuff than I was in the whole game, to be honest.

So…some time later, when none of the games listed above seemed to be completing, I wrote a separate background for this game about psychics and presented it to the group while at WARPCon one year. It was met with amazing resistance until I explained where I saw it going and what it was. It wasn’t one of the super, epic full-colour hardback games we planned to make – it was something however to turn Crucible Design from a group of people who thought about writing games to actually having a product. Eventually they agreed and we started working on the first edition by adding background materials and I laid it out on a UNIX workstation running Frame.

Boom. We had a game.

All of the games we eventually made were done like that. Little side games I was working on which were polished and finished so that we’d have something to publish!

DG: 9th November

With a start, Kruse sat up and rubbed his eyes. The close confines of the safe house were weighing on his mind. He glanced over at Jimmy and instinctively reached for his pistol. He was too far gone, too unstable for this kind of work. It was just too dirty. Kruse could probably take him in his sleep and wouldn’t that be a better way to go than impaled on the claws and beak of something….unearthly.

He felt his bile rising and choked it back. The noise caused Zoe to stir and he saw light glint off her eyes and knew she could see him. Then her eyes closed and she fell asleep again – the traffic was only starting to build and the quiet drone of the cars sounded like sea upon a distant shore.

Confident they were both asleep, he rose and went into the bathroom and stripped off his wet clothes. He took a towel and mopped the urine from his seat and then went to rinse himself, his clothes and the towel. In the shower he fantasised briefly about Zoe and Mrs Dengler and then remembered the unearthly thing. That killed his thoughts and he dried himself quickly.

Broken sleep and nightmares punctuated his stay in the safe house. He remembered waking, bedclothes sodden, as a child with only his blankets to protect him against the encroaching dark. He remembered a figure at the bottom of the bed, looking shadowlike over him. Until his tenth birthday he’d been an infrequent bed-wetter, a nervous child. And he could feel the shadow over him. Even here.

He had been chosen for this life, he had not chosen it.

Viride: The Shoals

The Shoals are small, rocky outcrops that lie far from the Citadels and other large rocks in the deserts of Viride. Among these smaller rocks and shallow sands are small settlements. Populated by people from the Citadel as well as Sandsmen and Outcasts, they provide essential links between citadels and a place for the weary desert traveller to rest though they have little to offer but meagre food, drink and accomodation. They are, without exception, hospitable. They have no formal social or family structure – people come and go as they please.

Though their situation is precarious, living without the protection of the great rocks and constantly in danger from greyfish, bladeshell and a host of other vicious predators, the Shoals are a welcoming community, their primitive huts built upon foundations of rock and suspended with dried and oiled sandvine so that they do not touch the shifting sands and become prey to greyfish. The sands around the shoals are often too shallow for larger bladeshell hunters.

A shoal will often have a small farming community attached to it which will provide them with a ready supply of greyfish meat and all the sandvine (and precious water) they need. These farmers are typically burned almost black by the glare from the sands and are reputed to be extraordinarily stubborn folk.

Books

LateGaming is a roleplaying company. We’ll leave the forums and stuff to RPGnet and TheRPGSite.

Imprints

We’re holding two imprints at the moment; our own LateGaming brand and also Crucible Design, which also belongs to matt but shares a bit with some old friends.

LateGaming

We’ve produced two PDF books, Testament and Creed and will be continuing with “WotW:Earth” and “Viride” to start with. Later we’ll be turning our attentions to some of the books that never made it out of the Crucible Design stable. You can see the WotW: Earth development and Viride development on the blog.


Testament
“and one day, it was the end of the world. who knew? one day you wake up and well…you don’t wake up. it’s over. goodnight gracie. but then, what are you still doing here.”
You can download Testament here.


Creed
“something big is going down and you’ve got a ringside seat. turns out the world is ending and people who summon demons, people like you, people like me, are in deep shit.”
You can download Creed here.


Crucible Design

Crucible Design was a group of friends who were interested in producing RPGs. The 23rd Letter, SpaceNinjaCyberCrisis XDO and Zombi: The Earth Won’t Hold The Dead were all conceived and written by Matt Johnston. We’re the only source of Crucible Design’s books “The 23rd Letter”, “SpaceNinjaCyberCrisis XDO” and “Zombi”. We sell them to interested distributors and retailers internationally.


The 23rd Letter

The time is now. Psychics exist, not many, but enough – enough to worry those in power, and interest those who seek power. Governments and Corporations fight over them. The Network provides an imperfect refuge for those that escape the clutches of those who would abuse them or their powers.Thousands are maimed and killed each year by the Corporations and Governments. Some do this for power, some for defence, but they all do it, – for the next war will be fought with the mind – and the victor will control the destiny of the human race.










Zombi: the earth won’t hold the dead
What if the people who were dead got up one day?
What if they got up and started killing other people?
What if the people they killed just got back up and killed some more people?
What if it had already started?
What if that day was yesterday?










SpaceNinjaCyberCrisis XDO
Set in the world of San Metro, a massive city home to some 45 Million people. Highlights of the city include the Bay Marina, The Spire, PersComm Tower, The Sumarii Building and The Arch. The city also receives some 10 Million commuters on the complex public transport and ground traffic network. The city is also home to vigilantes such as the Boom Boys with their pirated high-tech power armour, covert Military Police (The Red and Black SOX) and organised crime. San Metro Police Department is stumbling under the workload. Vigilantes like the Boom Boys can only do so much to help. Perhaps it is time for another group to aid the city?









Crucible Design Downloads

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

Legal

The 23rd Letter, the Ghosted Psi symbol, Zombi: The Earth Won’t Hold The Dead, SpaceNinjaCyberCrisis are all trademarks of Crucible Design, used with permission. Testament, Creed, Qabal, Rapture are all trademarks of LateGaming.

WotW: Earth – Hybrid Vigour

Last time around we talked about the legacy of alien species added to the ecosystem. I happened across a cool web site called Human Descent which has some interesting if a little cartoonish hybrids.

Taking a stand here, to establish the ground rules.

What if the Red Weed was not a plant but an animal or a motile fungus?

What if the invasion plan was all about interbreeding, something made a lot easier when the dominant despoiler species, humanity, was extinct?

With the introduction of the alien species, we will see terran-martian hybrids which blur and, at times, obliterate, the barriers between plant, animal, fungus and even bacteria.

Examples:

Red Dogs
Referring to dogs in the main, but also applying to felines and other predators which feasted on the remains of the Martians. The average Red Dog looks like a normal member of it’s species but has crimson catfish-like feelers around the nose and mouth. These are prehensile, functioning both as a feeding apparatus as well as having a secondary offensive weapon and a tertiary sensory organ. The sensory nature of the feelers enables the Red Dog to sense toxins. The offensive capabilities are because the feelers are covered in tiny stinging cells which cause numbness in the affected area. Red Dogs will hunt in packs and attempt to take down prey much larger than themselves. Whether they are more intelligent than their terran progenitors is unknown but these creatures breed true and progressive generations show more of their martian heritage with slick, reddish, inflamed-looking skin.

Red Crows
This refers to the large black birds which seem to be populating the skies and replacing the carrion birds which have been mainstays of the countryside. Gone are the rook, the raven and the crow, and we are left with these heavy monsters. Bald-headed like a vulture and bearing the same mouth-feelers around their sharp, piercing beaks as the Red Dogs, the Red Crows have exterminated most of the aerial wildlife and are beginning to wage war on the rodents and other small wildlife. Stories abound of them attacking farm livestock and even children.

Black Fruit
The legacy of the Black Smoke was not as pervasive as that of the Red Weed. The Smoke, although immediately and painfully toxic to humans if inhaled, became inert and harmless on contact with water or steam. Once it entered the water table, we could see the harm it would do to our food chain. Plants which were subjected to large amounts of the Black Smoke would quickly wither. But if the particles were absorbed from the water table, after the smoke was left inert, then the problems would become much worse. Fruit and grain from affected plants would be black in colour and plants and trees would begin to weep a dark ichor where they had previously leaked sap. The fruit is not palatable to the taste, except to creatures already changed to the Martian strain, which find it delicious. It seems edible though and can be used to survive – and the markets that have sprung up around the cities to help stem the tide of hunger as the economy recovers have begun to sell Black Fruit as if it without taint. Rowing along the Thames on a Sunday is not the same with Black Strawberries and whipped cream. Not the same at all. The sap, if collected, burns well and in quantity is extremely flammable, which considering the state of our mines and refineries is fortunate indeed.

The Red Cull
As a result of the contamination of terran species, the government has started a progrom against any alien hybrid species. The fields of the english countryside would be signposted with great black plumes of smoke as the bodies of contaminated livestock and fields of crops were rendered by fire.

Gear Krieg love-in. Ooh yeah baby….

I really like Gear Krieg – two fisted pulp RPG. Mecha in WW2 just appeals, even more than superheroes in WW2 appeals (though psychics in WW2 appeals even more but more on that later!)

So, imagine my joy when I found this:

Does that not just tickle!

The main page has heaps of more material that would just inspire the imagination nomatter what type of game you’re running.

I have no memories of this place…

Howcome Gandalf didn’t know how to operate the front door of Moria, yet knew it was a 4 day trek and then gets to a bit where he says “I have no memory of this place…”

So previously to new renovations he had memory of it? Did it change? Did they add the cool automatic door later?

Ahhh, the things that go through your head when you’re watching Fellowship of the Ring “just cos it’s on”. And cooking up some Chicken Jalfrezi for you and the Da.

And why didn’t he just say “Look, guys, there’s a really big freaking demon of fire and shadow down there and just the thought of going down there gives me the heebie jeebies.” rather than “There are worse things than orcs in the deep, dark places of the world”. We’re led to think it’s what…a troll….

Bloody wizards…..

DG update…

As I may have mentioned, I’m in KinnyGraham’s DeltaGreen game. The other night, after losing one agent to the nameless horror and receiving a chewing from our DG contact, my character came to two startling revelations.

  • There is something horrible out there. Something unworldly. Something that wants to kill us. But it’s all separate incidents. There doesn’t seem to be an all-encompassing conspiracy.
  • The government is involved and our erstwhile allies, Delta Green, by telling us that if we get caught we’re on our own, are not on our side.

His reaction, therefore, is to bug out. He’s just had a friend killed, another ally has completely wigged out, he received a chewing from DG and a large proportion of the blame and now there’s some bossy hispanic woman too.

And what’s with the blame? He had the misfortune to be involved with DG (something they engineered). He’s been doing as he is told. And the reason he got the blame for this is because the other two are either a) dead or b) mad as a stick.

Would it be so bad to bug out? To run in a calm, calculated way rather than waiting to join his friends in either the morgue or the asylum? Would Delta Green come after him or would they assume that he just needed a longer leash? Would he find himself living the life of Jason Bourne…except being chased by both Deep Ones and his previous DG allies not to mention the conventional law enforcement officials.

And what would Graham think if I convinced everyone else to bug out? Would he be pissed? Would he want to run with the “DG-Rogue” campaign that I had thrust everyone into? Would he rather confiscate the character, insist I make another and then make it the order of the day that we track down our former comrade (my old character) and terminate with extreme prejudice. I don’t know.

Either way would make an interesting story…

Only six words to say everything?

Wired writes: Hemingway once wrote a story in just six words (“For sale: baby shoes, never worn.”) and is said to have called it his best work.”

They then got dozens of their favourite sci-fi, fantasy and horror writers to write six word stories (and a couple of graphic artists too). The results here are at least fun, at most stunning.

It reminds of the difference between short books and fat books, glossy hardbacks and matte softbooks, amateurs versus professionals, and little obscure cult games ranked against the big boys (I mean seriously, who can take on D&D?).

Anyway, I was inspired to play around with this. Some of them ended up being just fun, some of them thought-provoking. I don’t know how many of these would class as stories in and of themselves.

  • I didn’t say I loved you.
  • Laughed, “No time to save us both.”
  • While I fell, I tried screaming.
  • “Oh, no. They found us.” BLAM!
  • Your body will never be found.
  • He kicked the bomb. It exploded.
  • She squeezed until his skull cracked.
  • The search was long and fruitless.
  • “Four of a kind,” Cthulhu slobbered.
  • “Checkmate”. Jesus looked forlorn. I laughed.
  • Only seven words to tell a
  • I said “No.” She slapped me.
  • She said “Yes”. I undressed quickly.
  • I wasn’t within range so I….

2300AD revival

Am busting out for another game now that kinnygraham has booked Wednesday or Tuesday for a continuation of our much delayed DG campaign. To this end, paulk has nabbed his friends ivorw and jonathanl to join up. I’m intending to introduce them to the world of 2300AD. I’m not 100% sure of the system I’ll use (and finding my rule books was impossible so I bought the PDFs from drivethrurpg).

See how it goes. I need to write a “habilitation” document which will help them get used to things. Things like Stutterwarp, the political situation….and of course the weapons..

Here’s an excerpt from an email:

PaulK wrote:

I’m not into specifics.
 
I need a big gun that fires lots of big bullets 
very very very quickly. It will be called Mabel. 
Nobody ever messes with anyone called Mabel.

My reply:

I believe standard issue is a 4.5mm Gauss rifle, 
60 round mag, with integral 30mm grenade 
launcher. Single shots are very accurate and it also 
has lower velocity for autofire making it very 
manageable. Optic sights include a low power 
laser range finder.
 
It's a French model, Fusil Automatique Magnetique-2090.
 
There's also the Type-81 Storm Gun. A 20 mm 
binary propellant exploding round rifle designed for
light antivehicle anti-bunker fire. Only a 10 round
mag but has surprisingly good area fire cover 
using the standard 20x31mm APHE round. 
 
Having made your selection, please proceed to the checkout.

He doesn’t care however. Just wants the guns which fire lots.

Holy Crap it’s October

Earlier this year I lost a heap of stuff. About two years worth of unpublished writing and all my original files for my books. Absolutely gutting. Essentially, my backup was destroyed and my “personal life” contributed to the oversight so I didn’t find out until much too late.

Gutting.

Still. I’ve been piecing it all back together from old floppies, old zip disks, emailed copies I’ve sent to people (I have email records in some cases going back to 1996) and other bits and pieces.

I’m not going to dwell too much on it however. I want to get the first system-draft of either Viride or WoTW:Earth out before I do any other work.

I’ve also tried to get another gaming group going. I’m playing in this guys game in Belfast but we’ve had a hiatus for a couple of months and I’m busting for a game.

I’d love to play a superhero game. I’d GM. A game people would talk about the way people talk about my Ars Magica came from the early 90s, or my SLA games from the late 90s or my various superhero games. I love reminiscing with players from these old games. Even now I get a little chuckle when Eamon says ‘Imposing Beard!’ or when Conor reminds me that he was the best archer in Christendom despite having only one hand. Remembering that I made a grown man scream playing SLA in Dublin at Gaelcon. Remembering when the Watchtower players discovered time travel and then discovered paradox and what happens when you change your past…

Good memories of sitting with friends and laughing until my sides hurt.

That’s why I roleplay.

Passive/Aggressive

Wow. Am I passive/aggressive?

I don’t think so. Sure, I use sarcasm a lot, often in a humourous and self-deprecating way, but am I passive/aggressive?

Passive/Aggressive is defined as being reluctant compliance with passive disruption. Such as if you’re forced to cook the dinner, you burn it so that no-one will ask you again.

How did this term become one used to win an argument? If you make a point that seems to be a winning point, you then get accused of being passive/aggressive as that’s meant to shoot your arguments down?

To be honest, I think that todays forums are filled with whining pussies. That’s not passive/aggressive, it’s just aggressive! Being passive/aggressive is about avoiding direct conflict, inserting ambiguity, general kvetching. If anything, in the thread above, I’m responding to general passive/aggressive behaviour. Especially when it winds back to “Well, sure, Aberrant and Hero are okay, but you really should use M&M”. Bloody M&M cheer-fucking-leaders. I believe I’m not being passive/aggressive when I’m expressing my hostility openly. Wankers.

It’s so easy to construct a straw man argument or label someone’s contributions as passive/aggressive these days and win by default. I bloody hate it. I’m not wanting things to get back to the way they are on usenet, but JESUS…are things that bad that any time you actually have anything worth arguing about, people start to whine?

I’ve said before elsewhere that I’m brusque. Over here in Ireland I’ve been in some killer debate, fantastic arguments that REALLY made you think, really fired the blood. And yes, we’ve sworn at each other, laughed in the others face and at the end of the day, we have no problem getting up to buy the next round.

Debate is good. Conflict is good. Arguments are good.

But RPGnet seems dedicated to the idea that conflict and debate are bad. We shoud all just be generally agreeable wishy-washy types. Is that not the absolute embodiment of passive/aggressive.

WotW: Earth – A Martian Legacy

“A couple of hundred yards out of Baker Street I heard a yelping chorus, and saw, first a dog with a piece of putrescent red meat in his jaws coming headlong towards me, and then a pack of starving mongrels in pursuit of him. He made a wide curve to avoid me, as though he feared I might prove a fresh competitor. As the yelping died away down the silent road, the wailing sound of “Ulla, ulla, ulla, ulla,” reasserted itself.” – The War of the Worlds, by H.G. Wells.

The presence of a new type of organism upon the earth would have consequences upon the delicate ecosystem which proved so effective against the martian invaders. Even though the Martians were vulnerable to the invisible, microscopic bacteria, the effects of the Red Weed, the Black Smoke and indeed the corpses of the Martians themselves would echo upon the earth for decades.

Already we have seen the carrion birds and stray dogs feasting on the flesh of the dead Martians. The red weed is but a plant and will be subject to the same senesence of terrestrial plants. What will happen to those creates which feed upon the flesh of these alien bodies. As it was our bacteria which was the finish of them – what dark secret has their god placed in their bodies which will be th end of us?

It may cause us to look upon the earth and see new creatures upon the lands, in the sea and in the skies over which we had no dominion. As quickly as we caused species to become extinct with our own lack of care for our environment, we would see new hybrid species, twisted mockeries of our own garden Earth. Our dogs and cats, lifelong companions, now changed. The birds of the air seeing with martian eyes, tasting the air with martian tongues.

There would be a new science, one dedicated to the new zoology and botany brought by our invaders. We could not capture a martian alive but perhaps in death they may reveal more secrets. I feel we must learn and learn fast. Their revenge will be swift.

Viride: The Mercantile Tsaz

A thousand leagues to the south lies the Tsaz Citadel.

The Tsaz live by a merchant code – they trade freely with anyone who wall accept their currency or barter terms. There is no such thing as an average Tsaz – the wide but roughly hewn tunnels and caverns are home to citadel and desert folk alike and many combinations in-between.

Preferential treatment is given to those who take currency rather than goods. Each transaction is officially taxed though there are thousands of transactions occuring every day which are not seen by the Brokers.

A Broker is a Tsaz official. They are licensed by the Citadel to levy a tax on every transaction occuring within the city and a percentage of this goes into their own pockets. Corruption, of course, is rife but this has the effect that the only people who really suffer are non-Tsaz who do not find a reputable Broker with whom to conduct business.

The Broker nobility are identified by their riches and their apparent extravagance. The Tsaz havea saying that “a penny dropped at home is always to hand” meaning that they will endeavour to spend their own money at their own businesses and a close-knit community of merchants may arise.

The Tsaz operate a thriving slave market but they also have very strict laws on the ownership of slaves. Slaves, as much as anything, are a commodity and anyone treating commodities poorly is someone not to be respected. An individual in servitude is recognised as having “fallen from the rocks” while they work off some considerable debt. Anyone arriving with the requisite amount of wealth and the intention of spending it will be treated as royalty. Those without means find themselves in debt as soon as they arrive as slaves within the day as they run out of money quickly and if they try to avoid the tax by dealing without a Broker, they will quickly find themselves clapped in irons.

The Tsaz also operate a tinker trade with independent merchants setting off into the deserts, trading with the desert tribes for survival and hoping to make a kiling with trade from other citadels and the desert tribes. The arrival of a Tsaz trade tour will bring not only new toys, gems, spices and weird trinkets but also ideas, games, stories, drama and adventure!