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Category: Gaming

Savate, maybe

Rick Jones wrote up some rules for Wushu Falkenstein over on RPGnet, which should interest at least a few of my readers. His magic rules are excellent. Also on the topic of Wushu, the author turns out to be a regular poster on RPGnet. And here’s a post on running Exalted with Wushu rules.

I’m still trying to figure out the over the top problem. Here’s another take on it: Embellishments don’t have to be flashy. “I slip through the night, varying the rhythm of my footsteps irregularly, my black suit blending with the shadows, avoiding leaves and other noisy footing.” As a GM, nothing is forcing me to present the players with obstacles which invite flashy solutions — what if the fight takes place next to a sleeping giant?

Sturm, drang, wolves

Justin Achilli has spilled a few beans about his new fantasy setting. Elsewhere, he said simply “Frostholm. First quarter 2005.” In a way I sort of miss hanging out in the kind of crowd that picks up on news like this within seconds and savages it to within an inch of its life, but in a lot of ways I don’t.

Regardless, the setting looks like the kind of thing that I might well like a lot. On the other hand, I’ll continue to bet that the market for grim campaign settings is not all that huge, and Midnight might have locked it up by then. But we’ll see.

WISH 54: Background Hooks

WISH 54 is about one of my favorite character generation issues, background hooks.

Do you like to have bits and pieces from your characters’ backgrounds appear in the game? Do you write hooks into your character background for the GM to use in the campaign for your character? Do you like it when the GM gives you a background hook into an adventure or scenario with a previously unknown hook, such as creating an old friend of your character’s who is somehow involved? What are some examples of cases where hooks have worked or not worked for you?

Yes! I love background hooks, I’m big on background hooks, background hooks make me squirm in glee. I don’t write big complex backstory for my characters before starting play, but I do sketch out loose backgrounds, and I invariably put some hooks in. Usually it’s something that would cause the PC problems if it came out.

I also tend to include a couple of strong attitudes. Paul was a devout Catholic, Reese is a bit jingoistic, and Amelia/Andy hates weak women. I’m not sure that’s the sort of hook Ginger had in mind, but I think it provides the same function.

Since I like hooks a lot, I like it when a GM pulls on ‘em. I’m also OK with it not happening. After all, sometimes people go through their lives without their little quirks ever causing serious issues.

Now, an interesting thing about hooks: they’re one of the ways in which you can buy spotlight time during character generation without spending any points or getting high rolls on the attribute dice. Spotlight time is one of the most important currencies in roleplaying. If the GM takes advantage of your hooks, you’re getting spotlight time for free — which touches on Scott’s point about overdoing hooks. Interesting.

Finally, I’m stealing Kynn’s PC requirements for my next game. Cool stuff.

Angel skies

I tossed this off in a friend’s comment section, but now I want to save it. Excelsior.

It’s Las Vegas. 1960. The Rat Pack is headlining the Sands. And the Angel Pack is patrolling the skies…

Jack Diamond: he’s a hard man, the hardest, skin like diamond and quips like knives. You couldn’t scratch him with a .45. (Note: parallel evolution.)

Angie “Angel” Spencer: team leader, irreverent British heiress, with immense white overarching wings. She flies, and she knows when you’ve been naughty.

The Man of the Hour: master of time, and servant to eternity. He’s living the best hour of his life over and over again.

“Bang Bang” Benny: he’s short, he cracks wise at the wrong time, and he’s from Brooklyn — but he can shoot a guy at three hundred yards, without a gun.

Silent Nasrudin, Master of Magicks: you mistake him for a simple stage magician at your peril, for his illusions reach far deeper than you might expect.

Amelia Wellstone: Stats

This is one of those bits where I’m using Popone as a scratchpad. Be warned.

Brant kicked off his Paridon game the other night with character creation. Since I don’t know what’s good for me, I went for one of those PCs who can be a terrible idea in the wrong hands. Hopefully mine aren’t.

Amelia “Andy” Wellstone is an orphan, who grew up with her twin brother Alistair. Her private belief, which is undoubtedly false, is that their mother was an unwed noblewoman who was afraid to claim them as her own. She is bitter about this; almost as bitter as she is about Alistair’s death at the hands of Isle Bassington — the half-elven ruler of the Paridonesian underworld.

She has dark hair and dark eyes, and a sarcastic mouth. She is 5’8”. She is nineteen years old. She spends most of her time in drag, passing as a male both in underworld circles (which she is infiltrating, with the intent of exacting revenge on Bassington) and in noble circles (which she is robbing blind, choosing her targets at the parties she brazenly crashes). Think Raffles crossed with the popular myth of the Chevalier d’Eon crossed with La Maupin.

Stats follow.

WISH 52: Who Are You?

WISH 52 asks what Robin Laws classification fits you best. I’m Iron Man! Um.

Robin Laws identifies several types of gamer in his book of GM tips: The Power Gamer, the Butt-Kicker, the Tactician, the Specialist (plays one type only), the Method Actor, the Storyteller (plot and pacing fan), and the Casual Gamer. Which of these types do you think you are, and why? Most people aren’t pure types, so multiple choices are OK.

I’m some unholy blend between the Method Actor, the Storyteller, and the Tactician. The first two are fairly obvious — I like playing interesting characters, and if you want to call that immersive you can; I also like backstory. Maybe that doesn’t make me a Storyteller, but there’s no Lawsian classification for “people who dig a coherent world.” Unless it’s an aspect of Method Actor, which it might well be.

I blame the Tactician in me on too much exposure to Hero gamers. On the other hand, I do really like D&D 3E grid combat. It’s an interesting challenge at about the right level for me to be interested in it. Wargames and miniatures do not capture my interest, but pushing a little lead figure painted to represent a Celtic Bronze Age priest of Mercury around the map? That’s quality fun!

WISH 51: Genremania

WISH 51 asks:

What are three genres that you’ve had limited exposure to as a gamer that you’d like to try or play more of?

Hard question, cause I’m not sure what limited exposure means. I’ll take it as “haven’t played a lot in.” Lesse.

Off the top of my head, I might say pulp, but I think the old Feng Shui games I’ve been in qualify. They were more Asian pulp, but pulp nonetheless. Dear old Clarice, British counter-terrorism expert, was pretty much a pulp character down to the quirky name for her gun. So OK, I’ve played pulp.

I’d play to play in a good horror game. There’s one. It’s a pretty wide field, but I’d be happy with anything from the esoteric horror of Whispering Vault to the gnostic horror of Kult to the conspiracy-driven horror of Vampire. This desire is likely to be satisfied very shortly by an interesting Ravenloft game… which, come to think of it, is slated to have a pulp element as well. Would that all my desires were so readily satisfied.

OK. I’m gonna give in and say pirates, and I swear I was thinking of this before I saw Ginger’s answers. I like pirates and I want to play in a good pirate game, preferably in the Tim Powers vein. Unknown Pirates, anyone? I’ll have to reread the UA rulebook tonight to see if there are possibilities in that direction. Man, Plutomantic pirates… the gold weighs you down but it buys you freedom. Intriguing.

The third is hard. I’d say conspiracy, but UN PEACE was a pretty conspiratorial secret history kind of a game. SF? I want to play in a good near-future game (OK, OK, I want to play in a Trinity game) but I can’t really say I haven’t had exposure to that given my freelance Trinity work.

So I’ll punt and steal Tim Hall’s final answer. Alternate Worlds it is. As long as I’m dreaming, let’s make the GM work a lot.

WISH 50: Going Pro

WISH 50 is all about being a professional in the game business:

Have you ever considered trying to publish something professionally in the gaming industry? Why or why not? What are the good points and bad points of being in the industry?

We’re presumably talking about pen and paper here, rather than computer games. With that in mind, the answer is yep. I have, in fact, published something professionally in the gaming industry. I have a decent-sized handful of White Wolf credits, most happily in the Trinity line; I’ve also done work for Atlas and I have something in the queue for Eden.

However, my drive to freelance tailed off a little once I’d done some of it. It doesn’t pay well, so money’s not a strong motivator, and now that I know I can do it I don’t feel the urge to prove it again. This leaves the pleasure of doing work I care about as an incentive.

I don’t get as much pleasure out of working in someone else’s vinyard. This isn’t a financial issue, it’s a creative control issue. One of the reasons I enjoyed working on Trinity so much was because my editor gave me lots of room to lay down tracks. When I wrote Psi Law, I was defining certain elements of the Trinity universe all by my lonesome. That was fun; sharecropping, not as much fun.

If I ever discover myself rich, I expect to get into the publishing business. I think there’s a place in gaming for the small press concept — games published for artistic motives. I don’t want to publish extended lines with a GM screen and splatbooks, I want to publish interesting one-offs with high production values that are complete in one book. That will, alas, probably always remain a dream.

Ogrebabe

We played some Trollbabe the other night, and had a tonload of fun. I was kind of expecting it to be a bit turgid, since it’s a highly experimental sort of game, but it moved really quickly and provided as much drama as I could ask for.

Without going into heavy detail, it’s a game in which you play trollbabes — half human, half troll, stuck between two worlds. All PCs are trollbabes, and every trollbabe in the world is a PC. The isolation from both the human and the troll worlds is an important part of the game.

Play is divided into formalized Scenes. At any time, any PC who isn’t in a Scene can show up if there’s no reason why she couldn’t. Scenes contain Conflicts, which are either Social, Combat, or Magic. The player gets to decide if they’ll be resolved with one die roll, two out of three die rolls, or three out of five die rolls; the player also gets to decide what the victory conditions are. (“I win if I convince the bloodthirsty troll to go away.”) Finally, the player gets to narrate failures and the GM narrates successes.

All those elements combine to give a lot of power to the players, and that power means players can really relax and get what they want out of a session. For example, that old RPG cliche about splitting the party goes away when you can pretty much always go where the action is. Another example: it’s not very scary to fail when you get to narrate the exact shape of the failure.

There’s a lot more experimentalism in Trollbabe, mostly oriented towards making it a story-oriented game, but what really interested me were the aspects above. They seemed to be the keys that permit a real sense of dramatic tension in a game in which the players almost completely drive the story.