sometimes you have to wear your work clothes to the doctor

SXSW covers “Confessions of Superhero” which shows the strange and seedy world of superhero lookalikes…

We see Joe McQueen demolished by the heat inside his colossal Hulk costume — on a record 106-degree day, it’s a brutal 130 degrees inside the emerald-tinged mass of foam … Superman chugs milk right from the jug; Wonder Woman roots in her glove box through the open window of her car as valet parking guys check out her ass; Batman takes a smoke break.

Here’s the link at SXSW’s site and a review at WIRED DOT COM.

Lastly, here’s the web site of the film. Wonder Woman is kinda hot!

Episode Three – 27th October 2000

Things started off innoculously enough as Donna the receptionist watched the rank and file of WatchTower New York file into the conference room. Jack introduced a new staffmember, Yellowfist, a Sioux warrior who embodies the totems of both Eagle and Bear providing him with superhuman strength and the power of flight.

Red greeted him warmly as did Psiren and Balance though there was some palpable resentment as Skycrane realised that there was a contendor for “mightiest man in the universe”.

The subject moved from the contentious “Sanction Zero” to the events at Liberty Island three days earlier and how the latter might relate to the recent advisory about Smog, Sewer, Asphalt, KillerWatt and Gridlock. What was Squall doing on Liberty Island?

RedShift was dispatched north to the site of a reported fish kill, something he wasn’t thrilled about while the remainder of the team moved to the roof of the building where Balance fashioned a sturdy two-metre wide silver plate from the air, much to the amazement of the rest of the team. Though it was a little unsteady at first, Skycrane effortlessly lifted the plate into the air and the team stepped onto it before winging their way across the city to Liberty Island. Much more dignified than being carried or suspended in mid-air by SkyCrane’s TK.

As they landed safely on the grass, Balance evaporated the silver plate, secure in the knowledge he would be able to summon it up again should they need it.

They spent the next couple of hours interviewing the security staff at the Island until a chance comment caught Skycrane’s trained ear. There were TWO ways to get off the island other than through self-powered flight? The boat was obvious but on further investigation it was revealed that there was a cargo lift and train that tunnelled under the Hudson. At last, a lead…

The team descended in the lift, inspecting the rooms as they went by and checking the status of the generator room. In the cargo basement they could hear the gentle booming of the Hudson above them and a dark tunnel stretched east towards the city, unlit because the only thing to go in or come out of it was an automated train.

Skycrane, impulsive as ever, grabbed a halogen flashlight and sped off down the tunnel. As his lamp dimmed in the darkness, Psiren gasped and began to worry. There was something in the tunnel. Something….hungry

Psiren’s screams echoed down the tunnel and Skycrane turned on a pin and began to speed through the darkness and burst out into the basement warehouse where Psiren was visibly panicking. She took a long stare down the corridor and shrieked “They’re comingggggggg”.

The next few minutes were a blur of activity as a rag-tag group of men and women burst from the darkness of the tunnel with teeth gnashing and claws raking the air. Yellowfist swatted one and Skycrane bulldozed a group of them with his TK-Ram. They were not just normal humans as they seemed to easily shake off the powerful fists and TK-Rams of Yellowfist and Skycrane.

In the midst of the panic stood Balance, who was holding back from the group as the horrors approached. He could feel something in the darkness, something reaching for him, peeling back the layers of his brain and stroking the contours of his mind with blackened hands. In an attempt to rid himself of the dark and forbidden evil, he let slip with his most devastating attack, right at his two comrades, Yellowfist and Skycrane. A pyrotechnic display of excited atoms and the inner fire from a billion molecular bonds breaking down came from the two as they were immediately assailed by this terrible death-ray effect and eventually Skycrane sagged to the ground, bleeding from every pore. Yellowfist grunted and gritted his teeth through the pain as his Bear-Totem roared within and at that moment his mind was made up. He scooped his team in his arms and summing the Eagle, flew up the lift shaft to safety. Skycrane revived seconds later, though weak from the microfractures in his cell membranes and they waited and watched as their assailants began to scale the walls of the lift shaft.

Seemingly recovered, Balance held out his hand and began to seal the top of the lift chamber with his matter molding powers but not before Skycrane grabbed one of the attackers and hoisted him above where he was bludgeoned into unconsciousness by Yellowfist. Trying to take him outside revived the thing and each time they had to beat him into submission.

To resolve this, they wrapped the unconscious form in a fire blanket and Yellowfist and Balance resolved to travel to the other end of the tunnel and seal it shut as Skycrane took the unconscious Psiren to WatchTower for medical assistance.

What to find?

Watchtower: Just in over the wire

++++ADVANCE NOTIFICATION ++++ WATCHTOWER EYES ONLY++++

Five superhuman individuals have been contracted for operations unknown in East Coast North America, most likely New York. All operatives in the East Coast region are to collect information and relay to WatchTower Central Services Command.

Codenames

  • Sewer (powers unknown)
  • Gridlock (speedster)
  • KillerWatt (electricity generation)
  • Asphalt (solid material shaping)
  • Smog (powers unknown)

KillerWatt

  • Real Name: Helen Schultz
  • Occupation: Burglar, hired assassin
  • Citizenship: USA, has criminal record
  • Known colleagues: Squall, Hellstrike
  • Powers and abilities:
    KillerWatt is armed with an insulating uniform with embedded battery
    packs. She is able to control the flow of electricity in her immediate
    area and has trained extensively with this ability.

Asphalt

  • Real Name: Eugene Benjamin
  • Occupation: Hired assassin
  • Citizenship: USA, has criminal record
  • Known colleagues: None
  • Powers and abilities:
    Asphalt can reform his body into an asphalt-like substance which
    affords him superhuman strength and resistance. He also has
    limited control of other surfaces and materials.

Gridlock

  • Real Name: Richard Carter
  • Occupation: Hired Assassin
  • Citizenship: USA, has criminal record
  • Known colleagues: None
  • Powers and abilities:
    Gridlock can change the speed of himself or others. He usually
    uses it to make himself into a speedster and, at the same time,
    slow everyone else down.

Sewer

  • No information found.

Smog

  • No information found.

++++

Zombie Links

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

Zombie World News

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

The Zombie Squad

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

Captain America and other patriots

From onegoodmove we have Stephen Colbert on the tragic death of Captain America

One of my friends, Gav, mentioned the Civil War storyline. Cap represents the forces of liberty and Iron man is a defense contractor. I can’t help but think that there’s a writer in Marvel’s hallowed halls who’s sick of the current government situation in the US. But that’s dangerously close to satire and reality so let’s change the subject.

I’ve always liked “patriot” characters. I’ve never managed to make an Irish one though, I’ve always ended up with British super-patriot heroes. Some of them (Yeoman, Lionheart, RUCman) have become staples of my superhero backgrounds. A lot of this is because I was always an avid reader of Captain Britain.

Some of these characters I have a lot of empathy for.

Yeoman, the hundred and forty year old WW1 hero who shows no sign of failing health and yet who is possessed of the most desperate ennui. But he’s a knight of the way and his shoulders are broad and he still has a long way to go.

Lionheart, the modern clone of Yeoman, full of Thatcherite reason and lately New Labour sincerity. Violent and aggressive, just like the general populace.

RUCman, short-lived in terms of the campaign but oft remembered. This superhuman attaché to the RUC has left the shackles of the government since the change of the organisations name to the PSNI. PSNIman doesn’t have the same ring….

Episode Two – 26th October 2000

At 9 am, the doors to the conference room open and a motley crew of individuals file in. At the head of the table sits Jack White, the marble-faced CEO of WatchTower New York. Clockwise around the table we see Father Julian Devon (later to be known as Balance), Jason also known as INDIGO and three new individuals. The first introduces himself as SkyCrane (though you can call him Ben), the second calls himself Red Shift (speaking with a deep Southern accent) and the third as Psiren. It becomes apparent that Skycrane can lift huge weights with the power of his mind and fly and he quickly slots into the role of the team “Brick”. Red Shift claims to be “fast, too fast to see proper”. Psiren claims to be a telepath and empath and that she can become the communications backbone of the team.

Father Julian looks confused but is assured by White that everything has been sorted out with his Bishop. More on this later.

The team are informed of the plans for WatchTower. They will be the primary team operating out of TriBeCa. The second team will be operating out of the WatchTower NY training facility in the Catskills. They are also informed of White’s intentions to construct a WatchTower franchise outside of the United States through a special Sanction Zero which has been proposed by the United Nations. He refuses to elaborate at this time.

After this briefing, the team is introduced to Nicole Menshikov, the Public Relations Executive. Her job is to help the team settle into their new role, manage relocations and cement public identities and ensure that private identities are protected. She criticises INDIGO for his lack of insignia, questions Father Julian about his codename (which he eventually relents to, with Balance) and discusses the facilities available to WatchTower staff for keeping identities private. The meeting finishes as the group start to chat among themselves with Psiren finishing questions before they are asked which some find irritating.

The last thing they do is look up the now-deceased Squall. Known accomplices including two superpowered miscreants known as KillerWatt and HellStrike.

As lunch Approaches, Father Julian invites Psiren, also known as Alice, to lunch at Liberty Island. His gesture is more investigatory than complimentary and they spend time walking around the island. He and Jason bring a multimeter and test various objects in the environment. He’s looking out for any signs of Squall’s accomplices.

Psiren is able to detect empathic impressions from the area and she elucidates her feelings on the region. Suspecting collusion, Jason flashes his WatchTower badge at the head of security, a short, balding man called Lopez. He promises to fax over the duty roster for the 24th. The group also resolve to obtain schematics of Liberty Island. There must be something beneath….

Episode One – 24th October 2000

Tonight….

We introduced two of the characters to each other.

Father Julian Devon, a priest with a secret, is taking his orphans to Liberty Island. Meanwhile, a young scientist is trying out his new Stealthsuit, a suit of armour which also gives him the ability to turn almost invisible and, wait for it, teleport 25 000 000 miles in a second…

Father Julian notices a dark cloud heading in to shore and racing up the Hudson. Under it, floats a lone figure in black. Emergency responses alert the WatchTower which then alerts it’s first recruit, the scientist operating under the code name INDIGO. He teleports to the top of the World Trade Center and from there, to the observation deck of the Statue of Liberty. As he arrives, the cloud has reached the foot of the statue and the person it carries has touched down.

As the storm clouds swarm, everyone crowds inside the statue building, all save one: Father Julian. He confronts the dark figure and words are exchanged. The dark figure raises his hand and a brilliant bolt of lightning arcs down from the skies. There is a huge burst of light and when our eyes clear from the flash, only the priest is standing. His antagonist lies smoking and burned upon the grass. Father Julian touches him and utters a short prayer, as stunned as anyone at what has happened.

The emergency services response arrives and everyone is required to give statements. The burned man is taken in an ambulance to hospital and later dies from his injuries. INDIGO decides to investigate this priest further but before he can take action, Father Julian, urged by a young nun at the orphanage, arrives at the WatchTower to confess his actions. He reveals his powers to INDIGO and Jack White, the inscrutable, marble-skinned CEO of WatchTower New York. Jack agrees to speak to Father Julians Bishop and see if they can resolve his feelings of remorse at the accident earlier that day.

Next Week….some of the other heroes who will inhabit WatchTower New York, will arrive.

Would I GM for money?

There’s a bloke on StoryGames who’s advertising his new business: Will GM for money.

The price is $50.00 per month of weekly play, as of the 23rd of Febuary, the price is $10.00 per week payable in advance, which including includes snacks and drinks: a five session pass comes with a spiffy membership card with your characters mug on it in full color. We meet weekly on Friday, 4:00 to 6:00, at at Eudemonia on 2154 University (and Shattuck) in Berkeley, California

Are good GMs really that rare?

I’d not pay a red cent for this kind of crap. I don’t know about you but I expect a basic level of language for a GM and frankly, a GM who’s an egotistical prick is a major turn-off (And yes, I mean other people who are egotistical pricks. I’m fabulous!) This bloke…well…his command of his first language is not where it needs to be for a PAY-FOR game.

The odd thing is that during character generation on Monday night we had a brief discussion of exactly this subject. We did moot the idea that my players could bribe me. A quid ($2) for a random re-roll and two ($4) for a favourable result. And two again to cock up someone else’s roll. And there would be a bidding system that would go up in increments.

That beats the shit out of card based and stone/paper/scissors rubbish we’ve all been inventing over the last few years.

Episode Zero: The Premise

Premise:

Game start is June 2000.

There are superheroes. There is no known definitive reason for their being, but they’ve been among us for decades. During the war years, the Allies and Axis powers deployed their own superbeings in the armed struggle and the US continued to use superbeings in all of their conflicts for the next 50 years. There are some of these teams and individuals still active. The most famous in the US was “The American Dream” – a team of patriotic superbeings who contributed widely to the Allied cause, as well as being the main strike force in Vietnam.

The US (where our game is set) is divided on the issue of superbeings. Many feel there has to be some sort of licensing of superbeings as there are some who can literally flatten cities with their powers and it is perhaps only luck which has prevented this thus far.

The Watch Tower:
The US Government has taken the initiative of starting a federated system for superbeing protection of cities and states: The Watch Tower. Each state has a minimum of 1 Watchtower installation with at least one superbeing stationed there. Some locations are luckier than others and the resources available to the WatchTower in San Francisco would be very different to the resources provided to a WatchTower in Idaho or Montana. Upkeep of the WatchTower is an accounting nightmare due to the necessity to ensure that the WatchTower makes money through licensing of trademarks, images, intellectual property and technology. The WatchTowers may also “sell” additional protections beyond the necessary to cities, regions, corporations and private individuals.

FORTRESS:
The realisation that state prisons and penitentiaries are utterly insufficient for the incarceration of superbeings came early but it wasn’t until the mid-80s that anyone could do anything about it. Technology could, in some cases, suppress the abilities of superbeings but in the mid-90s, a task force focussed on solving this problem came up with Fortress. Some of their restraints have been described as inhumane, but we are reminded that humane solutions are for human beings. FORTRESS is incorporated as a public-held company under the watchful reign of the CEO, President and major shareholder, Jorden Grainger.

Personalities:

BloodRage – multiple serial killer and US-based terrorist. After a series of very public displays including the 1998 bombing of the Orange County Womens Correctional Facility in which 120 people died and an unknown number of superhuman felons escaped, BloodRage disappeared and has not been seen in public since.

Atomic I: One of the heroes of the Vietnam-era American Dream, badly injured by BloodRage, but returned to active duty as an independent in 1999. His power, manipulation of nuclear radiation, has resulted in his being contracted over the years out to other nations in order to clear up nuclear spills in Chernobyl, Hamm-Uentrop, Hessen, Tomsk and Tokai-mura. He is a senior member of the US Nuclear Regulatory Commission.

Atomic III: Though born unpowered, the son of Atomic I developed advanced technology which permitted him to manipulate intense magnetic fields. This technology was subsequently licensed to nations and corporations in order to better control their nuclear reactors and high-energy colliders. In early 1999, Atomic III was missing, presumed dead and his magnetic-impluse gauntlets were used in a crime wave which resulted in the death of the superbeing Lifeline.

Lifeline: Born with the ability to heal others of almost any injury or affliction, Lifeline craved a peaceful life. His powers, though potent, worked best on superbeings and he felt real guilt that they were not more effective on normal humans. in many cases, his healing abilities were only temporary when applied to normal humans. Lifeline was assassinated by persons unknown in 1999. it is known that superbeings from around the globe, heroic and criminal, attended his funeral.

Vitesse: the national hero of France, known for his television and movie appearances, excessive use of stimulants and liberal attitudes to clothing, porn and sex in the media.

Prodigy: major shareholder of the UK-based Prodigy Corporation, Prodigy is now in his mid-20s and still the major supplier of advanced technology to the highest bidder. Prodigy has collaborated with others to build some of the advanced technology we see in use and his company provides the IP protection and licensing for all parties.

The Protectors: based on the west coast of the USA, the Protectors provide a non-governmental alternative to the WatchTower. Their roster: Inferno, Sparkle, Warhead

Moon Boy: the only active member of the original WWII-era American Dream. The scope of his abilities are unknown.

Malice: one of the known escapees of the Orange county Penitentiary bombing in 1998. Malice was captured in late 1999 and placed within Fortress.

The Zombie Squad: mostly inactive “team” of superbeings based in Miami who were partially active during the early 90s. Some of their number still respond but most have simply disappeared.

Hemlock: international assassin.

WatchTower New York: possibly the best funded WatchTower in the country. Roster: The Enigma, White Lightning, Minddancer, Shatter, Scorch, Sentinel, Metalon, SkyWarrior, Dominic Drake. The current team has just lost the extremely lucrative franchise to the WatchTower in New York after a series of costly mishaps and poor public opinion.

Egalité

In a newish blog, 10 by 10, they opine about the potential lack of balance in superhero games. I mean – Superman and Batman teamups? How does that work out? One can chew through steel, the other can…um…buy hotels with spare change…

All said, having either as an enemy would be A BAD THING®.

Anyway, on 10by 10 they have a video from a couple of very funny British comedians. So go look on this blog post and give 10 by 10 some trafficy goodness.

Of course, in my superhero games there’s plenty of opportunity to equalise power but if one guy wants to forego all of his points and just have “a BMX” and skill in riding it when everyone else is a son of Krypton, then you gotta give him what he wants and then TELL him that he can’t really be involved in the fight against Galactus’ heralds becaurse, frankly, tere isn’t a BMX jump that high.

Are you compelled to make allowances though? I say yes – because the time to make objections was during the character generation process. You should have spotted it then.

Differing Methods of Character Generation

Over the last few years I’ve come to appreciate different methods of character generation. I’m not especially keen on point allocation systems due to concerns that they are unrealistic because a) not everyone is equal and b) they’re prone to abuse by min-maxing. (I find the latter to be more evident in games where you have hundreds of points and points give traits which different advantages and yes I am pointing the fingers straight at Champions even more than anything here).

I did however opt for point allocation systems for all of my games so far (with some minor exceptions in the generations, most notable in Testament/Creed and Zombi).

I really don’t like random generation – even though my randomly generated character in kinnygraham’s Delta Green scored lowest in his stat rolls and yet is arguably the most stoic player character (the other two being dead and mad).

An idea which I love is mentioned today on Collective Endeavour. Character generation by interrogation – which fits in well with the “1984” theme of his game.

Which is best? Heck, I don’t know.

What I do know is that in the 20-odd years I’ve been a roleplayer I’ve spent far too much time generating characters (including hours and hours spent making characters for MERP for games that were never played).

We played Zombi at the local TTN meeting because it allowed us to have character generation done within 10 minutes of sitting down.

Amber! Now there’s a game. I never got to play it due to not having any players but I loved READING the character generation system even if, having never read the books, it was a bit beyond me.

My personal favourite was the generation system in HeroWars. I loved the idea of writing a short paragraph about a character and then underlining the bits that could be used as traits.

Rayden Kauppinnen was born in the Northern Reaches of Volyvia. He was apprenticed to Master-Jarl Tuppenijk and on his 19th birthday became a Journeyman in the Lore. During his Challenge of Certainty, he was given a Return Thread as a gratitude from the village of Chernetzy. These days he travels the roads as a Lore Mendicant with only his wits and a piebald pony with a stern temperament for company.

Oh….just writing that makes me want to play it…whatever the game is???

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.

Roleplaying As Education

I have a list that is rapidly growing of things to post here, but for some reason this is on my mind just now, so…

When I was growing up, roleplaying was that weird thing you did afterschool that no one was entirely sure wasn’t some form of devil-worship.  The stigma seems to have abated some as the years have passed — thank heavens — and I’ve been glad to see more parents allowing or encouraging their children to take up rping.  It’s a good compromise between the old pasttime of books and the modern advent of video games… all the adventure, not so solitary, a bit of risk, and no vegging out in front of the tele.  Yes, good solution.

One thing I’d really like to encourage GM’s to look at is the extraordinary possibilities of using roleplaying as an educational tool.  I’ve done this a number of times with some youth groups in various areas where I’ve lived, and always with astounding results.

Roleplaying is a wonderful vehicle for relaying vital facts and information in way that is anything but boring.  I’ve created roleplaying sessions (using White Wolf’s easy-peasy char-gen modified to hell and back for flexibility’s sake) designed to throw teenagers back into mythological Ireland, bringing them face to face with all the wyrds and wilds of a superstitious world.  All the info I gave them was accurate.  Names of haunts and heroes, and we used a map of Ireland for navigation purposes.  I got compliments from a couple of parents because the kids picked up Irish mythology books at their next round at the library to prepare for the upcoming gaming sessions.  If they could reference me a truth about the time period or a figure from history when something was encountered, I gave them marks for experience.  I had some rather avid little readers on my hands.

I’ve also used rping as a way to help teens prepare for tests on eras in history.  History, unless you just love history, can be a bone-gnawing, sleep-inducing subject.  But if you take that same history, get youth involved in making characters from that time period, it can change their interest level drastically.  When they have to answer questions such as “Where did my character live?”, “What did they wear?”, “How big was my family?”, “What did my dad do?”, and so forth, they’re learning a multi-level approach to history which ensures comprehension.  Roleplaying requires investigation of social, economic, political, artistic, and religious movements.  Anytime you get more than one facet on the jewel of a period in history, you have a better grip on its worth.  You can take rote facts and drop them into “newspaper clippings”.  You can have war casualty figures delivered via courier.  There are endless ways to make history come alive for kids through roleplaying.

I haven’t even touched on the possibilities of using roleplaying situations to help youth confront issues of loyalty, peer pressure, death, jealousy, and more advanced human ethics in a controlled situation.  But it’s all there.  I would really like to see more teens roleplaying.  And more GM’s willing to cater to that age level.  Roleplaying may be immense fun, but it’s also an arena where learning, even for us adults, never ends.

Out-Of-Character… For Me, I Mean.

The most difficult character I ever had to play was one drawn from a stack of manila folders in a gameroom in Astoria, Oregon. It was a one-nighter session — not my usual brand of poison, but I was a girl in a room filled with guys and Guinness, and anything becomes more palatable with Guinness. I was rather pleased to have made the cut. Out of 20+ interested applicants in the game, six of us actually got to participate. Didn’t dawn on me until years later that my participation may have had nothing to do with my… er… literal participation. I wasn’t very clued in back then.

The GM had a basic AD&D adventure planned. Normal character classifications… none of this hybrid, super-specialized, “Well, in this supplement, you cross a mage with a ninja” craziness. One-night only. Goal? Survive until 2 am. Simple.

Um, not.

Probably should have taken it as a warning sign that we didn’t need to bring anything with us and all efforts to pitch character ideas were brushed off rather nonchalantly. The confusion was rectified when we walked in to find the folders sitting neatly in the middle of the table along with a note: “Choose one”.

I wasn’t as courageous back then as I am now, so I sure didn’t take the first pick. But wasn’t willing to be out of control long enough to take whatever was left. So, I have to say, I did it to myself. Third folder of the six picked up. And I wasn’t happy with what I saw.

First of all, let me just say how much I truly dislike playing fighter class characters. I know you need them, I know they’re important, and I’ve owed my paper-hide to fighters many a time over. So, it would be just my luck to get a fighter. That wasn’t the kicker though. My intelligence and wisdom scores were.

I don’t remember if my INT was a 6 and my WIS an 8 or the other way around, but I don’t think it mattered in retrospect. I was your typical all-brawns, no-brain brute force, and I was pissed (which probably helped the character portrayal). For good reason, too.

See, I’m usually the character in the party that takes stock of everyone’s gear, calculates the approximate trajectory of a grappling hook in a west wind, and comes up with the thing the GM never thought someone would do. I take a particular pride in being a pain in the GM’s creative ass. That’s right, it’s messed up, and I’m sure it has everything to do with a need for vengeance for every time a brilliant player did it to me. Oh, and I like watching smart creative people squirm. (This is going to come back and haunt me, I swear).

The conundrum was how to take my naturally smart, cunning self and dumb it down to fit the character. I don’t know how to act generally brainless despite my knack for peopling my life with good examples of the trait. And coming up with great ideas is part of the joy of gaming for me. So… what to do?

I kept my great ideas. For every situation or choice we faced, I allowed myself my naturally cunning response — and kept my mouth shut while I rolled a d10. Anything less than an 8, and that idea never saw the light of day. God forbid I roll a 1 or 2, because then I had to come up with something STUPID on purpose. If I managed something above an 8, I spit the idea out. I was a veritable Forrest Gump of insight and ingenuity. Most of the time everyone wanted to pour MiracleGro into the cavity where my brain should have been, and occasionally, I was an accidental genius. The hardest thing was biting back all those wonderfully creative ideas because “my character wouldn’t have been able to come up with this”.

I’ve had the pleasure of visiting the “Here’s your character!” trick on a few groups I’ve GM’d for. Some folks eat it up. Others, you give them a well-developed character and it’s like telling them to climb inside a locked box. What I learned from my tough little rping experience is how hard it is to put aside your ego and the things you’re good at in order to play something truly, and how attached we get to our strengths. I really began to appreciate my talents more after that session. There’s nothing like feigning “not having a clue” to make you glad you have more than several.

So… what was your most difficult character? And what did it teach you?

First Impressions

Congratulations — you’ve managed to rustle up a handful of players, maybe even titillated them with a hint of what’s in store for them. You’ve slogged through the char-gen process and, like horses held too long at the ready, the characters are chomping at the bit for what’s waiting for them down the road. Now, my friend, it’s all on you.

I’m sure you’ve all heard the phrase “You never get a second chance to make a first impression.” And that axiom holds true as steel in the arena of tabletop gaming. Setting the scene for your players, especially the first scene, is as vital to the flow of a night’s gaming (or a year’s campaign!) as good directions are for someone who’s never been to your house. If you take nothing else seriously that first night, it better be this.

There are all kinds of “how-to”s out there on how to create a great scene. How to describe, how to set up, how to think like an inhabitant of that world, how to yadda-yadda-yadda. So rather than recreate the wheel, I think I’d like to discuss the psychology of creating a good scene and what’s really at stake when you are at the cusp of a new session. These are the things I’ve found most important in creating the proper mindset for myself as a GM. Being aware of these has helped me write better scenes and get things off to a better start than any simple “how to”.

Always Remember:

You Are Their Eyes. And their ears. And their hands. You have total sensory domination over the characters. Seem intimidating? Don’t let it be. Get drunk on it. Our senses are the most direct line to our most primitive emotional states. Your characters (in a playing sense) are born the moment they enter this new world, and their first experience will be touching this environment to which only you hold the key. Controlling what your players experience sensually in an opening scene determines whether or not the characters feel like this new world is a benevolent or hostile or indifferent place. While there is such a thing as “being overly descriptive”, you can usually be quite forgiven for being a tad verbose in an opening scene. Choose your words carefully, for they are your sole arsenal. Descriptives issued in embellished, high-gothic style tend to disassociate characters from their humanity; the suspension of reality is quite intense, but for supernatural thrillers, such a veil between the real and the not-to-be-believed is welcome. Descriptives that are earthy and rugged tend to flesh out characters quickly because they call on our own sensory memories. Where you walk the line between the down-to-earth and not-of-this-world is up to you. But the path you take and the way it touches the characters’ “physical” forms can and does determine a lot of the mood of your game.

You Are Their God. Kind of. For now. Keep in mind that this is, literally, the last moment you will have these characters completely in your control. From here on out, they will begin to shape this world you gave them to their liking. Such is free will, and it’s a bitch. Anything you want put in place — be it a mood, a theme, whatever — do it now. It’ll stick. And it’s your last chance. Use it wisely.

You Are Their Mirror. It’s important that you develop your scenes as well as (if not better than) you develop the interfacing NPCs. For one, the setting of the game is a character that gets nonstop, uninterrupted playtime constantly with every single character. Putting time into your backgrounds, descriptions, and details is well-worth it when you consider the amount of “stage time” the scenes themselves get. Also, characters, especially newly created ones in the hands of inexperienced players, have to have something against which to test themselves. Until they actually develop far enough to have interpersonal conflict or to avoid knee-jerk personality blunders, your scene is their mirror. Setting an eerie tone lets the player explore their character’s courage, stoicism, rationality, superstition. Setting an easygoing tone lets the player stir up their character’s wanderlust, curiosity, ambition, knack for finding trouble. Anything you do gives the character something to bounce off of and begin to discover themselves. It is, literally, the first opportunity the characters have to see themselves, through the looking glass of whatever your imagination conjures for them.

You Are Their Door. Everything a player comes to see and understand about this world is through the aperture of you. If you keep too much detail to yourself, they might never “get in” to your world. If you lay the door wide open, they might see too much. Neither of these is a bad thing, just be aware of how each is useful. You might shut that door and brace it shut with only a crack of light and understanding showing, make them work for what they discover, and their efforts to gain fluency in your vision will weave them in tightly. You might let them in full and overpower them, forcing them to draw back and narrow their scope, instilling in them a sense that, no, they are not indeed “paper gods” here. It’s all about perspective. You give them the truth you want them to have. They will call it sacred or heretical in their own time once the gold proves real or the gilt flakes off. And, my, isn’t that fun?

Setting a scene is solely your responsibility, and you just have to own that one. The scene is the partner with which the characters must dance, and you (most of the time) get to choose the music. You can’t blame your characters for being wallflowers if their date doesn’t show. You can’t blame your players for lack of interest if their dance partner doesn’t seem interesting, coquettish, and a suitable match. Take your scene and style her down to the curve of her lashes and the cut of her dress, breathe her into life and make her alive and responsive. The scene might follow the characters’ leads in time, but initial chemistry is vital. Make it spark. Leave them breathless.

You never get a second chance to make a first impression.

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…..

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.

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…

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.

Keeping track of time

One of the more challenging aspects of being a GM is ensuring the game world retains its believability. Mature players (by this I mean anyone who role-plays, rather than someone who plays a one-man-army war-game) demand a world in which things happen much as they do in this world–all actions have consequences (some of which are unforeseen), and much more is happening in the world than what the characters see.

Part of creating this illusion is of course in your world building, but an equal part is time management–keeping track of all the events that you have planned to happen, and making up new ones based on the actions of your players.

One method I’ve used to do this is a simple table of time/characters. With time along the top of the table and characters (including PCs and NPCs) down the left, it is simple to prepare before the start of a session by jotting down what the NPCs will do assuming the PCs do nothing. As the session progresses, you can modify that based on player activity. One thing to be careful of is the linear nature of a table can lead you to linear thinking on the part of the NPCs. This might sound dumb, but having a table like that will literally encourage you to think within the box.

Another method I’ve used is more like a traditional brainstorm–bubbles with text associated with arrows. This means you can keep track of NPCs actions (and even non-action things like desires and intentions) in more of a flow-chart. Drawing new lines of association between bubbles as different events occur to change the landscape means that it’s more likely that things will be less linear. However, little bubbles scattered over a page make it harder to keep track of the times when events are going to occur.

Finally we get to the method I currently use, which is a mash-up of the two. I use bubbles to note down events and ideas, and a table to tell the order in which they will happen and did happen. That way the game flows freely, I can make notes quickly and still tell where everyone is at any given time, and when the players are talking among themselves I can update my table as I go.

I’ve found that having the bubbles makes it much easier for me to think up sub-plots and micro-plots on the fly, and to ensure that the characters that are relevant to that plot are available at the right times to be involved.