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.

Superhero game: The WatchTower

I used to run a game that some people thought was fun which was set in San Francisco where the players were new recruits for a Avengers-style franchise.

They were enlisted, introduced to the household staff in the complex and immediately were sent out to fight “the big bad” which ended in a middling-level disaster as a bomb was let off in a populated area. This brought home the expectations of the public to the heroes. People die if they do not do their jobs. And that sucks.

Should I post something on here telling the sordid tales of the silly things I did and the clever things my players did? I think so. Maybe Aidan can chime in with some of his opinions on the highlights and lowlights of the campaign?

Heroes, a non-spoiler review.

I watched episode 1 of Heroes last night and I was very pleasantly surprised.

There’s some discontinuity here and there but you can tell it’s of the “Lost” vein in that it leaves you with more questions than answers. The characters are interesting enough but it leaves me with a kind of a sour taste in my mouth from the “character generation” phase. One character can see the future, paint it on a canvas but only when in a drug trance. Another can teleport blindly and safely across the world. Which power would you rather have? We also see the hints of a big conspiracy….woooo

It leaves me itching to play a superhero game however. Which I’ll cover in another post.

Watch Heroes. I’m going to hve to wait til it comes out on DVD….

Mutants and Masterminds: I just don’t get it…

I’ve been called a curmudgeon before….no, really…

What is the deal with Mutants and Materminds. It reads like a completely average d20 system. It’s not special in any way and yet we find rabid M&Mers on RPG.net and elsewhere flaming anyone who might doubt that M&M can handle this, that or t’other.

It’s just like the pricks of yesteryear who used to rant on and on about how D&D could do any system, about how it was the best, yadda yadda. What is it about “that kind” of gamer that needs ot latch onto one of these systems and spend a lot of time defending it against unbelievers?

Hey, if you like it, then fine. But don’t spend an hour debating on a forum about how it CAN adequately emulate *some genre* and how my opinion is therefore somehow wrong. It’s my opinion, you atom-brain! I’m entitled to it. You’re entitled to yours too and I don’t give a flying monkeys balls that you managed to run M&M with this genre and it was great. I’m obviously not as good a GM *sorry* DM as you and I need/want a system that’s just a little more tailored.

If it was fantastic, I’d be all over it but I place it firmly in the same category as Champions. just because it has the rules to emulate the genre and you know all the rules, it doesn’t make it a good choice for the genre.

Yes, I did have a migraine earlier today and that’s why I’m grumpy. That, and having to wade through the inevitable crap about how M&M is teh l33t and everything else is teh suXor. Wankers.

PS. For “more tailored” substitute “actually really good”

Games Shops in Paris

I went to two games shops in Paris and spent a little too much on books.

I got some English language RPGs and could hve bought more – there’s heaps of dead-tree books that I’ve never heard of and I know there must be hundreds of electronic versions that I’ve just not the time to look at.

I picked up some french language RPGs as well which has proved to be eminently readable.

The Authority RPG
Tekumel RPG (and I got namechecked in it!)
Hard][Nova RPG
Te Deum RPG (French language mediaeval religions wars)
Apocryph (French language religious wars in modern day)
In Nomine Satanis/Magna Veritas (cos the SJG one was “Lite” or PG13)

As it happens my friend Paul, who has a career interest in history, also ordered Te Deum this week. I have an inkling his French is better than mine 🙂

Sadly I missed Salon de Jeu, a big games convention which started on Friday and ended today. If I’d known it was on I’d have made the effort.

Reviews of these games to follow….

Viride: contribution by others

I started a thread about Viride in the RPG NET forums and I hope to continue to discuss the game in that neutral forum in the future. There have been a couple of contributors to the thread including some very thought provoking stuff from KRNVR which I think is probably evidence that he/she has the power to read my mind.

My vision for this is that it should be an “open source” type project. It’s a bit crap calling a book “open source” because it’s a term filled with Web 1.0 hype. I would like to encourage others to write here and we should form an editorial team to see if contributions can be hammered into exactly the right “theme”. I see this content then being reformatted into an actual web site with art and everything as well as a PDF which would be either sold or given free, depending on the editorial team, with any profits decided on by, again, the editorial team.

Where is it going?

Things we have planned:

  • game reports – experiences of our gaming groups
  • game design – building a novel RPG before your eyes
  • tips – things we do before preparing to game

Where do you come in?  Well, we expect you to share your comments about all of the above.  Giving your view on a game we’ve reviewed or a tip we’ve shared will help others have different perspectives on the topic.

Perhaps of most interest is the game design: by contributing your views here you get to help shape the path of the game as we design it.  If you’re keen on designing your own game, seeing one way it can be done will hopefully help you get your project to the finish line.

Marvel Super Heroes Saga

Both of us at lategaming are fans of Super Hero games. For Matt, it’s because he misspent his youth reading comic books. For me, it’s because they’re the pinnacle of escapism, and one of my favourite campaigns I ever played in was a supers game.

In this supers game, we used the old Marvel system (not the old-old one, the one after that). Matt was the GM at the time, and his reason for choosing Marvel (when not playing in a Marvel universe) is that the system is very simple for resolving things, keeping the game fluid, and reducing the rules-lawyering or number-crunching which can plague other games (*cough*DC Heroes*cough*).

(Incidentally, we were talking the other day (again) about how all role-playing games are essentially super hero games–you have a character who probably has fairly broad strokes of personality (at least initially) and who has some kind of abilities which makes that character stand out from the crowd. Think about it: Vampire, D&D, Ars Magica, SLA Industries and so on ad infinitum. They all give you special powers and let you wreak havoc.)

So, when I first heard about the Saga system, which used cards for resolution in an effort to reduce the rules and numbers and promote role-playing and storytelling, I thought this was going to be excellent.

Enough rambling, let’s discuss some nitty-gritty. The game was actually published in 1998, but often that doesn’t mean much in the RPG world–I hadn’t even heard of it till last week. It was released in a boxed set (as were all the Marvel games) that comes with two books: one for rules and one with Marvel character stats in it. It also comes with a deck of cards that are used for all the resolution in the game.

The books are colour-covered but black and white on the inside. My first gripe with the game is that the font is some kind of Comic Sans-derivative font, which is incredibly hard on the eyes for reading long stretches of text, and of course should be banned. I think it’s acceptable in a comic book because those books are hand-drawn, so why not hand-written? In any other book, it smacks of amateurism. The cards that come with the game resemble those you might find in your average collectible trading card game. Full colour images of comic book heroes, with various semi-cryptic numbers and symbols wrapped around them. Having only black and white on the inside doesn’t bother me – this was after all in the age before the rise of very cheap digital printing.

The system itself is … interesting. You hold a certain number of cards in your hand at any given time (somewhere between 3 and 7, with 4 or 5 being normal for the X-men level characters). These cards are your hit-points (you discard cards when you get wounded), your dice rolls (they have random numbers on them which you use to determine success or failure) and your character/hero/karma points (i.e. using them in a particular way allows you to affect things more than you normally would be able to do). Having a hand of cards is a bit like saying you have five dice rolls to choose from each time you want to resolve something, and when you use one of them you have to roll that dice again to bring the total back up to five.

The cards have five suits. Each one is a different colour, is based on a different stat, and is named after a different Marvel character who exemplifies that stat. Resolution is as you might expect: take an ability/stat/skill/power and add the value of the card to beat some target value. The more experienced your character is, the more cards he/she can play at one time. The different suits also function as trumps for their relevant stat, so playing a “5 of Agility” from your hand for an agility based action allows you to draw a card from the top of the deck and add that to the total (and continue to draw and add for as long as you continue to draw the same trump suit).

One suit (Doom/Dr. Doom) has the added drawback that the GM (or Narrator as he’s known in this game) gets to keep those cards and use the numbers on them against you at inopportune times. This is a nice little thing the players have to keep in mind when they play those cards.

The downside of the cards is that they are completely relied upon for resolution of everything (even things like the weather, if you want). So what happens if you lose some or all of them? It’s not like dice where you can just go buy a new set. Perhaps in 1998 TSR planned to make the available to buy, but eBay is about the only place you might find them now. Also, I found the rules at times difficult to understand, but that could be just because I haven’t yet played it. Reading them didn’t make them become clear, and the examples they gave just served to muddy things even further.

The game is clearly intended to be used to play in the Marvel Universe, and with Marvel characters and a large number of the most popular are included in the Roster Book. The game itself is light on source material–it expects you to read the comics (or possibly some supplements) to fully understand anything about the universe or the characters. There’s no history or timeline as you might find in other game settings. Perhaps it’s naive of me to think that it might be necessary for those of us who haven’t read all the Marvel comics since the 1960s.

Character generation is fairly simple, but relies heavily on GM adjudication. In fact, the system is intended to be used to generate those characters that weren’t quite popular enough to be included in the Roster Book but that still feature in the comic books. It even goes so far as to say “bring the comic book with you to every session, so that everyone knows what your character looks like”.

In summary then:

Good

+ Cards are a neat idea
+ System emphasises roleplaying

Bad

– Cards can get lost/damaged and aren’t easily replaced
– System wasn’t easy to understand, examples even less so
– Lack of background info not so good for people who don’t read a lot of Marvel comics
– Bad font choice

Overall score: 3d6 (out of a possible 6d6)

If I played this game a bit to see how well the system actually worked, this might go up to 4d6.

Welcome to the new LateGaming site

This is more or less what LateGaming was meant to be.

The origin of the name was because we always started a gaming session by turning up between 7 and 7:30 pm. Then we’d settle by 8 pm and finish up gaming at 1 am. That was when I lived within walking distance of the game or when I was driving. Before that gaming would end at 10:50 pm to give me a chance to rush round to the train. When I moved up to Belfast it was a lot easier. I’d spend hours and hours just chatting to one of my housemates about stupid gaming-related topics. This was around the time when petrol stations started staying open all night meaning that we’d often take a walk round there to get milk for my coffee (Jeremy had, by this time, eschewed both milk and water in his coffee, preferring to just chew the grinds…)

So, in essence, it’s about being able to stay up late and play the games we love to play. It’s also about being able to tell stories about past games in order to learn something from them. We won’t bore you with “There was this one time, in AD&D….” stories. We’ll just give you ideas for your games which we found worked well for us.

The Big Change

With the change of LateGaming from an old-style static site, to something a little moe dynamic and, well, content-filled, we have some administrivia to take care of first.


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.


The other LateGaming games might make it out the door…

As for Crucible Design games, you can likely get hold of them from Key20. So I’m told.

About

LateGaming was started in 2001 by Matt, who didn’t have a regular gaming group at the time and needed a fix for his desire to rant about role-playing games. Of course, blogging was in its infancy back then and he didn’t have the code-fu to hack something together himself, so it became something of a static site, serving some games that he’d written in his spare time, as well as information on Crucible Design, a gaming company of which he was a founding member.

Matt Johnston

Matt started gaming at the age of 11 with the help of issue 55 of White Dwarf. When this was spotted by the only other gamer in his school year who also happened to be in his class (John, 1L) then it was the beginning of a long love of interactive fiction, known also as role-playing.

When involved with QUB Dragonslayers as Society President, Matt was instrumental in the research of, funding of and running of Q-CON 1. He also took the role of Convention Director for two years running in two particularly successful years. He was also regularly seen on the Irish conventions scene, visiting Gaelcon and Warpcon for several years.

Matt has played (or bought) most games. In 1996, he published his first RPG, “The 23rd Letter” under the Crucible Design imprint. With Crucible Design, this was followed with “SpaceNinjaCyberCrisis XDO” and a 2nd Edition of “The 23rd Letter” in 1998 and finally with the release of Zombi in 2000.

Outside of Crucible Design under the LateGaming imprint, he self-published two PDF games “Testament” and “Creed”, which were the first two parts of a three part apocalyptic metaplot.

With the dissolution of Crucible Design in 2001, starting of a family in 2002 and the founding of a new business in 2003, he’s simply not had time to play games.

In 2006, that all changed. There are rants and comments, content created for games and interesting links usually containing the fantastic and the macabre.

Aidan Rogers

Aidan first started role-playing at the age of 13. A hand-written sign pointed the way under the school cafeteria to the art department where he first started playing Advanced Heroquest. He then joined the school role-playing society and continued to play all through high-school (he even organised two role-playing marathons, raising almost £1000 for charity–back then a lot of money).

Upon leaving high-school, he found his way into Dragonslayers at QUB, and became something of a cheerleader for Crucible Design, and indie gaming in Northern Ireland in general. For couple of years he worked for Games Workshop, which allowed him to game for a living, albeit more war-gaming than role-playing, but he wasn’t complaining.

Eventually he got a real job in IT, and ended up leaving Northern Ireland. Since then, he’s ran or participated in several gaming groups – in London, Boston, San Francisco and Sydney. His last group dissolved at the end of 2003, mostly due to family commitments.

Many of his gaming books have remained shelved (but never sold!) since then, until recently he and Matt decided it was time for one more roll of the dice.

Other contributors

Melody Wingfield

Melody’s introduction to gaming was simply a matter of being in the right place at the right time. She’d just finished reading Tolkien and the Dragonlance series when a friend of a friend mentioned they were starting up a roleplaying club afterschool. While she loved it, her father wasn’t incredibly impressed with the idea of his daughter taking up Satanic activity [insert requisite eye-rolling here], so the experience was shortlived.

Once free again to pursue her own interests, Rapunzel… er, Melody let down her hair and found a group of likeminded gaming-enthusiasts at UNC-Asheville. AD&D was the venue of choice, with a one-time-only-and-that-was-enough bout of Paladium in there for flavor. Through MUSHing, she discovered online rping, one particular vein of which led her to White Wolf’s Vampire: The Masquerade.

She’s not really sure how she ended up as a GM. There’s a fuzzy memory akin to a shotgun wedding somewhere in her mind involving a stack of WW books and the fateful phrase “Hey, you should try running a game.” And from that point on, she’s probably spent more time in the GM’s chair running NPCs than actually playing a character. She’s also done LARP and wargaming, but nothing really holds her heart like good, old-fashioned paper and dice.

Years passed between the glory days and the present. Cross-country moves. More roleplaying. Boyfriends morphed into husbands morphed into “Was-bands”, and attempts at cloning herself proved highly successful. When someone asked if she was married recently, she was overheard replying “I’m in remission”. It’s amazing how the lack of a mate suddenly leaves all sorts of time for gaming. It was a good trade.

As to how a girl from the States ended up friends with an Irish guy and writing for his blog, now there’s a story for the telling… but not if there’s a game to be played.