Press "Enter" to skip to content

Category: Gaming

What's in a demon

Warped setting idea for Sorcerer: high school cliques. Remember, in Sorcerer the demons don’t have to be demons per se. So in this setting, the demons are the clique leaders — the cheerleaders, the quarterbacks, the people who control the lunch tables. The sorcerers are the new kids in school. They have a choice: they can suck up to the cool kids (Binding, Containing, and so on) or they can maintain their Humanity (the amount of time they spend with actually interesting people).

Disclaimer: this concept might make Ron Edwards turn green, I dunno. It is not intended to accurately model high school. Plenty of popular kids in high school were also interesting. Etc.

Systematic

It occurs to me that the ideal system for a Malazan Empire game would be Hero Wars. Which makes more sense the more I think about it; the Malazan Empire is heavily informed by Steven Erikson’s background in anthropology and archeology, after all. Glorantha is right up there with Tekumel in the upper echelons of similarly-influenced worlds. It seems you can’t write this sort of fantasy without an understanding of the way the mythic touches the everyday, and Hero Wars is admirably suited for that sort of thing. It is designed to scale from the mundane to the realms of the gods.

This makes it a great framework for a world in which the gods are often mere mortals ascended to a new existence, n’est pas? I’d have to hack out a magic system. The Hero Wars system is plenty loose enough but none of the four systems detailed in the main rulebook fits the warrens. I’d also have to write up keywords for the world, but that’s easy enough. Malkazans, Wickens, Seven Cities, Barghest, Tiste Andii, Genabackis Free Cities, Rhivi, perhaps even T’lan Imass… not that hard. It’d be more time consuming figuring out the warrens.

WISHful thinking

The WISH of the week:

Do you (or your GM) ‘play favourites?’ Do you feel you have to justify your answer? Do you have a horror story to share?

I agree with Greg Morrow’s comments (follow the link above), with some additions. Favoritism shows up most often as spotlight time, a concept I find tremendously useful when thinking about balance. It doesn’t matter if Bob the Paladin can deal out more damage than Ernie the Weedy Cleric if Ernie does all the negotiations and it’s a socially oriented campaign.

Favoritism is rarely, in my experience, a case of the GM giving one player lots of cool things. It’s usually a case of feeding one player spotlight to the detriment of others — and the GM can always do that. It’s easier to do that without feeling unfair, too, since you’re just directing the story in an interesting direction.

Now, there is another form of favoritism that’s even subtler and in some ways more insidious — campaign discussion. What happens when a GM spends a lot of time talking about a campaign with one of the players, but not others? The same kind of spotlight problem, but the other players can’t see it. The effects are still there, though.

(And nah, nobody I’ve played with a lot over the last five years has had either of these faults in anything more than the most minor ways. I share Greg’s worry that I hog spotlight, though.)

Free live magi free

Promise to self: one non-war related post per day, minimum. I am not defined by my stance on this war.

Atlas Games just released Ars Magica as a free PDF. Daring move, but it comes from one of the most savvy businessmen in the RPG business. I’m guessing it’ll work out pretty well and serve as a driver for sales of the supplements.

When will you game?

New week, new Game WISH. The question today:

How do you prioritize gaming in your life to make sure it happens on an ongoing basis? Are there circumstances or scheduling issues that make it more or less likely for you to participate in a gaming session or a campaign? How do you work around these issues, or can you?

I don’t really have that many commitments outside gaming — I tend to like to live a relatively unencumbered life. Even taking dating into account, I can swing a couple of biweekly games fairly easily. On the other hand, weekly games are a bit much of a commitment for me, which is the flip side of that attitude.

What works for me is firm scheduling, as far as possible in advance, preferably with reminders a couple of days before the fact. I like solid dates that don’t change. As I’ve hit the dire thirties, I’ve found that it’s easier to find gamers my own age who can make dates when they promise they will.

Not missing a date is important. Once a game misses two or three sessions, it’s really hard to get back into the swing of things. I’ve found another useful trick is to have something else to play — a one-shot, generally — on nights when you don’t otherwise have quorum. I’ve been thinking it might make sense to actually have characters generated for just such a night, too; I may try and convince the campaign I’m currently in to try that. (Hi, guys!)

Supplemental WISHes

Whoops, I missed a WISH. Well, last week was pretty busy. This week, it’s all about supplements.

What do you think about supplements to game systems? Do you like the additional material, or are you just annoyed about spending the money for the additional rules? Name up to three supplements you?ve really enjoyed, and describe why you liked them.

I like supplements. I have the gamer fondness for more crunchy stuff, although I’m just as happy without it, but what I really like is cool world material. This bias is about to become utterly apparent when I talk about my three favorite supplements.

First, perhaps the best supplement ever, GURPS Fantasy II by Robin Laws. I’m cheating, here, because the reasons I love the Madlands have nothing to do with the fact that they were presented as a supplement. There’s nothing terribly GURPSy about the Madlands; they’re an insane Cthuloid Laplanderesque setting permeated with the horror of Christopher Robin. Layered over the bleak chill of the Madlands, you’ve got half a dozen ornately conceptualized cultures ranging from a really original take on magocracy to a society of immortals that does magic by shooting up powdered gems. You’d do just as well running the whole thing in FUDGE or D20. Really, it’s a game world that hijacked GURPS for a quick trip to your local gaming store.

So OK, let’s have another first. First, perhaps the best real supplement ever, Spherewalker Sourcebook by Greg Stolze. It’s a volumnious sourcebook presented as an encyclopedia, which is a terribly clever conceit. I think it works so well because the short format of each entry forced Stolze to really focus on getting a game hook or two into a couple of short paragraphs. Further, the interlocking format, in which the entire picture becomes clear only after reading all the entries, is an excellent model for a revelatory campaign — a mode that Everway is well suited for. Doesn’t hurt that it’s very well written.

Second, I’m gonna say Charnel Gods by Scott Knipe. I talked about it a lot in the entry linked to above, so maybe just go back and take a look. This almost falls into the category of “more a game world than a supplement,” but the skill with which Knipe adapts the Sorcerer memes to support his unique concept saves it. You could run Charnel Gods in another system but it’s better in Sorcerer.

Third, I will cheat a little more and claim that the psi order/region supplements for Trinity are a single choice. I could pick one of them but I’m lazy, and they’re really all very good. Andrew Bates, the line editor for Trinity, solved the White Wolf splatbook dilemma: how do you make a clan/guild/breed/whatever book interesting and useful for most of the player base? Answer: you link the psi orders to a specific region and make the order books cover the region as well. Since each order was really designed side by side with the region in which they reside, it doesn’t feel forced. Bates did more within the parameters of the White Wolf system than any other line developer. (Sorry, Rich, Justin, et al. But Bates is the man.)

It’s probably obvious, given the examples I’ve chosen, that I’d rather have world than rules. I like it when rules are presented to support new aspects of the rules; for example, I’ve been pretty impressed with the Forgotten Realms line lately. (For a high magic over the top what if John Woo directed a fantasy movie feel, the Realms aren’t bad.) I am not so hugely fond of just new widgets. The classbooks for D&D excited me insofar as some of the classes provided new plot ideas.

Note to self

A generation ago, the City fell. The world fell. It is said that a great disaster marked the date, but that none knew of its significance until it was far too late. It is said that once, men did not believe in demons. If that is so, then disbelief was washed away by a torrent of winged creatures who eat memories and leave only shadows where men once walked.

You are brookers, heirs to the tradition of your fathers, who fought the good fight on the Street of the Walls. You bargain with the merchants of the mainland, to ensure that every resident of the City can eat. You battle the demons that live in the tops of the fallen towers with sword and fire, because that is what your fathers did before they died, and you are better trained than your fathers.

You are curry men, who fearlessly ride the metal steeds of a dead era, with the sacred bags slung over one shoulder. You carry dispatches throughout the City, so that the brookers always know what to buy and what to sell. You are in more danger from the demons than anyone, as you dance around the hulks that litter the streets, but you know no fear.

You are barrers, who know the secrets of words and clauses, and the ways in which a sentence shapes those who read it. You bind the demons of the City, weaving webs of pacts and treaties, to create safe places for the curry men to ride and for the brookers to live. You worry, sometimes, that the demons take your soul even as you take their free will, but you know that the world would end without you, so you stay true to your path.

In the southern section of the City, the aged foreign wizard Soros crouches at the top of the Empeer Spire, watching all below him. He is not of the City, and it is well rumored that he treats with demons. None other safely lives above the ground, and one man can not stand against the hordes, so his corruption seems self-evident.

Far to the west, the Children of Buffet keep the spirit of Ampire pure in the great wheat fields of Witah. But that is very far from the City.

Past glories

What really amuses me about this review (warning: 100K GIF file) is how astoundingly accurate it is. I mean, yeah:

In general, the concept and imagination involved is stunning. However, much more work, refinement, and especially regulation and simplification is necessary before the game is managable. The scope is just too grand, while the referee is expected to do too much in relation to the players.

That’s the original three booklets in a nutshell.

Weekly WISH

WISH 34: Non-Standard Characters:

Do you prefer to build a character with a unique concept, or do you prefer a simple or more standard concept to start with?

I’m pretty prone to the unique concept. I like characters with an odd angle, or with weird hooks. The most “normal” character I’ve played in the last couple of years has been a half-orc barbarian, and even he was a trifle strange. He was on a quest to prove that half-orcs were a people, just like elves or dwarves or gnomes. Despite his unattractiveness, he might have wound up founding a church or something. I’m not the kind of guy who delights in bringing out the unique aspects of the standard character types, although I respect that tendency.

Mind you, I’m not the kind of person who plays mind flayer PCs. It’s useless to be offbeat if you don’t have the ability to interact with the rest of the PCs on a long term basis. Being weird is not a license to make other players unhappy. The oddities tend to be more psychological than physical, since those are easier to adjust for party viability.

Do you find that your preference correlates with a preference for elaborate initial backgrounds or with background development in play?

Maybe. I tend to be a Develop At Start kind of a guy. I want interesting things to happen to my characters on a psychological level during the campaign, but I have a pretty firm idea of what the character is going to start out as. In order to enjoy the journey, though, the point at which I started from has to be firm.

Since I almost always play wonky characters, I almost always have the personalities set when I start playing, since the personality is usually the biggest wonkiness.

If you?re a GM, do you find unique-concept characters easy or hard to GM for?

Easy. They come with built in hooks. I don’t really think unique-concept characters covers munchkins, because those aren’t character concepts, those are collections of numbers. It’s pretty easy to tell the difference, in my experience. If they can’t give you a rational story as to why the half-ogre (or insect spirit, or right hand man of Alex Able) is going to be able to interact with the party, they’re likely munchkins.

Come to think of it, it seems to me that player willingness to overcome the obstacles inherent to weird characters and party viability is a good way to distinguish between munchkins and people who just want something offbeat. In my book, munchkins are both those people who want their PCs to be uber death machines, and those people who want their PCs to get all the spotlight — and forcing the rest of the party to accomodate their strange quirks is a way to get lots of spotlight time. Being the best in the world at swordfighting is, when you get right down to it, just a specialized form of spotlight hogging.

What about playing alongside them?

Again, not a problem for me, given the comments above.