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Category: Gaming

Monday Mashup #23: Robin Hood

Today we’re gonna mashup Robin Hood. Yeah, there’s a thematic link to last week’s mashup there; it must be the long winter nights getting to me. The core of it all is the old steal from the rich, give to the poor thing — and from there on in it’s all about the variations. Merry Men, Maid Marian, kings away at the wars: what’s not to like?

A tip of the hat to GURPS Robin Hood seems in order as well.

Oh, and a reminder: there’s a mailing list for the weekly announcement of this writing meme and Game WISH. It’s free, and who doesn’t like free? Now, on to the mashup.

Motion like molasses

There’s a smidgen of movement in the White Wolf vs. Sony case. On 12/26/03, someone filed a proposed revised expedited discovery consent order. On 1/6/04, White Wolf moved for leave to file an amended and supplemented complaint.

There are two major changes requested:

  • Addition of claims for infringement of Under A Blood Red Moon and Time of Thin Blood.
  • Clarification that the claims relate not only to the movie but to the entire Underworld IP.

And then there’s a lot of explanation as to why the changes should be permitted, which I am not competent to judge. I’ll get the PDF up as soon as I can.

Under the skin

“My father is no different than any powerful man, any man with power, like a president or senator.”
“Do you know how naive you sound, Michael? Presidents and senators don’t have men killed!”
“Oh. Who’s being naive, Kay?”

Whitey and Billy Bulger were, during the 70s and 80s, the flip side of the Massachusetts Kennedy mystique. The world knew the Kennedies; Boston knew the Bulgers, and recognized them — one politician, one gangster — as two of the most powerful men in the city.

In the early 1970s, Whitey Bulger suborned an FBI agent, John Connolly, and for the next twenty years he used the FBI to pressure his enemies and protect his friends. He was the most powerful organized crime figure in the city. During the same period, Billy Bulger was the most powerful man in the Massachusetts Senate. Governors came and went, but Bulger ran a political machine as tight as anything from Chicago.

“If anything in this life is certain, if history has taught us anything, it is that you can kill anyone.”

If I was gonna run an Angel game, which I’m not, it would be set in Boston, in 1976. The Tall Ships would be passing through town. Boston’s inner-city neighborhoods would be literally up in arms over Judge W. Arthur Garrity’s busing decision. Aerosmith would be singing "Back In The Saddle Again".

And Whitey Bulger would just have discovered that there are demons walking the earth.

“I don’t feel I have to wipe everybody out, Tom. Just my enemies.”

Whitey, in our world, was a criminal and by all accounts not a very nice man. I wouldn’t change that, but even a hardened killer like Whitey might well object to demons infesting his city: infesting his treasured Boston. So I wouldn’t make him anything that he wasn’t. He’d still be a criminal, he’d still be a killer, and he’d still have John Connolly under his thumb.

But he would also have a hand-picked team of South Boston hard boys, specially tasked with hunting and killing demons and vampires and anything else that doesn’t belong in a good Catholic town like Boston. They’d have all the money he could funnel them; they’d have the FBI winking at them; they’d have the tools you only have when you’re working outside the law with impunity. They don’t get to call on extra gunmen, because they’re supposed to be the best of the best, and the kinds of people they need to be don’t ask for help just because a few demons punked them out. They’d be bad men, just like Whitey, and just like Whitey they’d be bad men fighting for a good cause. They, of course, are the PCs.

“I want someone good, I mean very good, to plant that gun. I don’t want my brother coming out of the bathroom with just his dick in his hands.”

Meanwhile, Billy’s covering for the PCs and their boss on the other side. He’s not running things quite yet, and his political strength only goes so far, but he’s got his uses. If an ancient Indian graveyard really needs to be redeveloped to deprive some demons of a breeding ground, he can make that happen. Billy thinks his brother is nuts but he’s not going to turn his back on family. The quid pro quo? Sometimes they have to do some political jobs, leaning on a Congressman, that sort of thing. Sometimes a job serves both masters.

It’s a hard life and a dangerous one, but you know — when you get right down to it, you’re killing Satan’s creatures. You can’t fight the government and nobody’s figured out how to shoot inflation in the nuts. There’re lines at the gas station a mile long, and you can’t do much about that either. Demons, though, can be killed.

Welcome to Boston. It’s a messed up shithole, but at least someone’s keeping it safe.

Monday Mashup #22: The Lost Boys

For our pleasantly palindromic mashup number 22, we’ll keep on plumbing the depths (or heights) of the 80s with The Lost Boys, the second best vampire movie of 1987. (The best one will no doubt turn up in this meme at a later date.)

The setup is nice and simple; a normal family moves someplace and finds an evil both ancient and tempting. There’s not a lot of vampiric angst, although there’s a smidgen of romantic angst, but really it’s an action flick with fangs. Trivia du jour: that railway trestle is something like six feet or so above the earth. Camera angles can work marvels.

On with the mashup.

WISH 79: How Many?

WISH 79 asks:

What do you think is the best cast size for the games you’ve played? What are the factors that go into your answer: genre, play group, gaming system, etc.?

Well, once upon a time I would have said “three, maybe four.” But the Unknown USA campaign had, what, six regular players and worked like a charm. Not all of ‘em showed up every time, of course.

Hm. Let me take cast size as meaning “the number of people who show up, on average,” and I’ll answer “three or four” with some confidence. I’m kind of a spotlight hog, so I like three players. More deadly combat oriented games sort of need four people. D&D works way better with four people; three PCs are riding the ragged line of survivability. Champions can be the same way — it’s less deadly, but you don’t want the heros getting knocked out all the time.

Interestingly, both of those games have combat systems in which PCs get knocked out of the fight but come back on a fairly regular basis. In D&D, it’s healing spells; in Champions, it’s Recovery.

Monday Mashup #21: Buckaroo Banzai

“Why is there a Mashup there?”

“I’ll tell you later.”

This entry, by the by, will probably not become a googlewhack, but only cause all of you are gonna use “Buckaroo” and “mashup” on your pages. C’est la vie.

Where was I… ah, yes. Mashup #21 is Buckaroo Banzai, goofy flagbearer of 80s sci-fi pulp. All the men want to be Buckaroo Banzai, and all the women want to look at him misty-eyed across the floor of Artie’s Artery. The movie is really a revamp of Doc Savage; you’ve got the mysterious ultra-competent leader and his henchmen, each of whom has a different specialty. If you dial down and focus on the movie’s plot, you’ve got a fairly standard alien invasion plot mixed with a kind of a pod people riff and some multiple dimension stuff which doesn’t entirely matter. More important, though, is the deranged hipness which permeates the entire thing. You could say that Buckaroo Banzai is a mashup itself: Doc Savage plus 80s style. You wouldn’t be far wrong.

WISH 78: Multitool

WISH 78 asks:

Do you think allowing one player to play more than one character in a game is a good or bad idea? Does the style of the game make any difference? What about the format (FTF, PBeM, etc.)?

Well, you wouldn’t want multiple characters in a LARP, I imagine. (I joke!)

I think that playing two equal characters face to face is generally a bad idea. I was in a game recently in which everyone had two players, and while I enjoyed the game, I gotta say I would have enjoyed it more if I’d been able to focus on one PC. If you’re playing in a purely tactical game, it perhaps makes more sense, but I like exploring personalities.

Troupes seem to work better. I’m defining “troupe” as “one primary PC, and multiple secondary PCs,” in Ars Magica fashion, which is perhaps a little too specific but it’ll do for a working definition. I expect this is purely psychological; a troupe-style game allows me to concentrate on a single PC, with the others being adjuncts. (I really looked forward to Amelia Wellstone’s band of street kids. Alas.)

I s’pose I had multiple PCs back on AmberMUSH, come to think of it. Usually only one primary, though. There, the trick was maintaining a serious amount of separation, and occasionally going through contortions to avoid having PC interests intersect. It was really more like having separate PCs in overlapping campaigns.

WISH #77: Contributory

In this week’s WISH, Ginger asks:

What do you think the value of contributions to a game is? Do you think it’s fair for the GM to give out experience or character points for contributions? If so, what qualifies? What about the informal value of contributions? Do they balance or unbalance a game?

I think contributions can add a lot to a game (he said modestly). They’re not essential, but they can really help set tone and feel and they definitely make players feel more of a stake in the world. That’s not always a desired effect, but it’s an effect I happen to like, so I’m all for it. It takes a certain willingness for the GM to let go control, but that’s OK.

On the other hand, I’m not a big fan of giving out extra points for them. This is more a sign of my uncertainty about experience points as a whole, I suspect — but what exactly are you rewarding? Contributions don’t much reflect additional training/learning/experience gained by the PC in an in-game sense. If you give experience points “just for showing up,” then sure, contributions are another sort of “showing up.” But then you get into the problems of lack of balance. I just think it’s a bit of a risky wicket.