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Category: Gaming

Stylistic rediscoveries

I’m gonna count Orlando Trash as a successful campaign at this point, which means I’ve run two successful campaigns. Maybe three if we count the Iowa City Vampire campaign; it’s vanished in the mists of time for me, but I think we didn’t go more than five or so sessions. Regardless, everyone’s enjoying Orlando Trash and I still get compliments on Huey Long’s Men of Action, so definitely successes.

Okay. Two is not enough for a trend analysis if I was being a scientist, but I’m being a GM.

I get into running games with larger than life PCs. I like running for PCs who can affect the world; I tend to want them to be close to very important NPCs, without a lot of layers of bureaucracy between them and the authorities.

In both games, the PCs have wound up as operatives of the ruling powers, while still maintaining a strong degree of independence. I’m not sure if this is an inherent tendency or if it’s just a convenient frame. That’s something I’d like to play around with in my next game. Hm; if I’d ever done Whitey Bulger’s Men of Action, it would have fit that formula. Of course, Men of Action games kinda fit that by definition, don’t they?

I tend to mix action and talk. I’ll happily run a session that’s almost purely action, but I won’t run two of them in a row.

I like dumping problems on PCs. I do it for the emotional rush that I believe the players get when they resolve the problems. My goal — this is pretty much stolen from Carl Rigney — is to ratchet up the pressure on the PCs to the maximum possible before they shatter into a million pieces.

Sometimes those problems come in the form of mysteries or puzzles or conspiracies. My players seem to enjoy getting to the bottom of those. Discovery is a big emotional payoff, in my experience.

I like strong, broad archetypes. I don’t reuse ‘em over and over again; Prince Sabado is pretty much completely unlike Huey Long. There was no Sheriff Steel equivalent in Men of Action.

Some of my players read this. What else do I do a lot?

Once I chew on all this some more I’ll talk about my next game, which’ll be fantasy, and which is preliminarily named Tarnished Brass. I think.

Test tubes

Spirit of the Century (which is cool, buy it if you like pulp gaming) has an interesting character generation system that reminds me a tad of Lexicon. Hm, Wikipedia has failed yet again; there’s no page for Lexicon. That one, I might actually fix. Anyway.

Spirit’s character generation is a group activity that ensures pre-play connections between characters. I think it can be played out in blog entries. Let’s try it.

Comment here with:

A concept. Pulpy concept. It’s the 30s.

A name. Pulpy name. You know.

Then write up your character’s youth, from birth to age 14. (You were born in 1900, by the by.) Talk about your character’s family’s circumstances, the size of your character’s family, how well he or she gets along with his or her family. Where is your character from? What region? How was he or she educated? What were your character’s friends like?

Also, write down two Aspects which are tied into the events of the character’s childhood or the character’s upbringing. What’s an Aspect? It’s a tag that helps explain who a character is; it’s stuff you wanna see in the game. “Aspects can be relationships, beliefs, catchphrases, descriptors, items, or pretty much anything else that paints a picture of the character.” Quick Witted, “You’ll Never Catch Me Alive,” Raised by Wolves, Champion of the Golden Temple, etc., etc., etc.

Talk talk talk about it

Sorkin D20.

Classes: Leader, Advisor, Star, Writer, and Technician.

Toby Ziegler is a dual class Advisor/Writer. Sam Seaborn was a Writer, but in season 4 he decided to multi-class to Leader. The control room guys in Sports Night and Studio 60 are Technicians. Nancy McNally (the National Security Advisor) is dual class Technician/Advisor.

Danny Tripp is a director, which I think means he’s a dual class Advisor/Writer, emphasis on the Advisor. Hard to say, though.

File under myths

Opinions: do vampires (specifically, Vampire: the Requiem vampires) leave fingerprints?

Also, what are the odds of rolling 25 ten-sided dice and not getting anything above a 7?

GILTed age

Oh, OK, Rob. Our Canadian overlord talks, and we listen.

Unplumbed Ephemeral Circus genre time. The Empire is decaying. It has always been decaying; it will be decaying for millenial. Nobody remembers the time when it was not, except perhaps the positronic computators that remain. They grind equations into dust for purposes that were set back when the Empire was bright. It is rumored that a man knows how to change those purposes; that legacy was passed down in his clan from mother to son, from uncle to niece, and cannot be used until the time is right.

The Court is glorious. Under the masks, it is horrible. It’s a trap: the truly competent maintain the rusting machinery of the Empire elsewhere. Those attracted to power vanish in the byzantine complexities of Court etiquette. (The universities teach courses in it, of dubious value.)

The barbarians are at the stargates. The imperial armies are funded by patrons, who have varying motivations. One donates to the Crown for the sponsorship of a Legion — it is not legal to have a private army. Good Legions will be picked up by other patrons if their patron falls, which reduces the ability of the patrons to control their sponsored troops. Some patrons seek status; some are altruists; some are fanatics. The campaign is the defense against the barbarians. Military SF, but not David Drake’s style. More Asimov, but lush.

Origin of awards

I’m running out of elliptical titles for posts about awards. Ah well.

Um, yeah, the Origins Awards. I didn’t game much this last year. That won’t stop me from commenting, though!

I see, among the Best RPG nominees: five licensed games. Well, four; I don’t think it counts as a license when the same person is writing both the original text (Artesia) and the RPG. Four out of the five use existing systems, with varying degrees of adaptation to the world.

No Dogs in the Vineyard.

There’s a lot of creativity in every RPG, licensed or not, original mechanics or not. I can’t believe that a bunch of licenses based on existing mechanics represents the most creative stuff the industry has to offer, though.

Grim Satanic

So, steampunk. It’s a loose, poorly fitting excuse for a genre. The Wikipedia entry reveals that pretty definitely. You got your computer parables, you got your obsession with steam, you got your fantasy tropes. You do not got decades of cheap adventure novels defining the genre. We make do with what we have, thusly.

Let us assume that the class warfare aspect of steampunk does not appeal to our prospective player as a primary focus of the campaign. I’m keeping the steam-powered automata-driven London, cause come on, how cool is that? The task at hand becomes finding a premise that makes good use of the setting. Doing Scotland Yard operatives is easy but then the setting is just background, rather than integral.

I have never been adverse to layering a touch of the horrific into my settings.

Let’s say that the gears of the difference engines, when layered as closely together as they must be in order to achieve the necessary efficiencies, attract visitors. Angelic and demonic alike? That’s sort of cool. Actually, that’s really cool, since nothing says angels are going to approve of the Queen.

I’m almost lifting from Dark Inheritance here, but it’s a cool setting. I can pull the Brotherhood of the Iron Rose, the Eight Heavenly Dragons, the International Geographic Society, and the Promethean Order wholesale, so I will. Drop the godgenes, drop the titans.

I believe that this consequence is not widely known. In fact, the Engines are only just now getting big enough. Characters should be people who have some sort of relation to the Engines — whether people who live nearby, mechanists, members of the House of Engineers? (Our third legislative body, occupying an uncomfortable slot between the House of Lords and the House of Commons.)

Huh. Sure. Angels/demons manifest as mechanicals, a la the Turk. But with … well, I’ll save that.

Doodle, doodle.

That's that then`

I no longer need to come up with my own RPG campaign ideas. E.g.:

“The PCs are futuristic ninjas in a large corporation who, with their bare hands, fight corporate wrongdoers for gold in the Renaissance.” Sure, I can run that. The ninjas don’t get to bring their technology back and… the time machine went bad, so the plot arc is them trying to save money to bootstrap technology so they can rebuild.

“The PCs are mystic lawyers in New England who, with captured animals, fight aliens for purposes of fulfilling prophecy in the near future.” Yes. Yes they are.