Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Thursday, July 5, 2018

Ennies We're Not Going To Win (But We Already Won)


So on July 4 I found out Frostbitten & Mutilated was nominated for 6 Ennies this year! That's more than any other product but we're going to lose them all. This is good news--because we're not gonna lose because of the expectable backlash against a product about half-naked women giving people abortions in the snow, we're going to lose because there's so much that's fucking good this year.

This is the best Ennie year yet for DIY RPG stuff, and I feel like I already won everything I wanted to win just looking at the nominees:

Best Adventure: Hot Springs Island by Jacob Hurst and co.

I have been running this at home now for months. That's the highest recommendation I can give to an RPG product and literally something I've never said before. There's never been a hexcrawl book like this in terms of usability plus making Ela's eyes light up when she got the special players' "notebook" accessory. Wonderful.

Best Aid/Accessory: Hex Kit by Cecil Howe

The first time DIY D&D met the Ennies, Vornheim lost to a bunch of dungeon tiles. I'm 100% sure Cecil is gonna take this because it's something people actually use.

Best Art, Cover: Harlem Unbound by Brennen Reece

It's awesome to see some diversity in horror, and they had the good taste to hire some people I have a lot of respect for: Brennen Reece and Alex Mayo. And Brennen's cover is not the same photobrush-concept-art look. It references the Harlem Renaissance without being a bloodless pastiche. Harlem also gets a nod for best rules!

Best Art, Interior by me. But my book's black and white and up against Starfinder so fml.

Best Electronic Book: The Scenario from Ontario from Kiel of Dungeons & Donuts and Zzarchov Kowolski. Terrible title but these guys' credits are getting seriously impressive. Blood In the Chocolate Thulian Echoes: these are modules people will remember when the dust clears.

Best Free Product: Vaginas Are Magic by James Edward Raggi IV. Just having this said into a microphone at the Ennies is winning. The fact RPGs have gotten their head out of their ass enough to even talk about this dope magic system even though it has a title that scares nerds is a sign of how far we've come in the last 5 years.

Best Game: Zweihander by Daniel Fox. A Warhammer do-over, which is a good thing. If it loses to Delta Green that's ok--that's a good one, too.

Best Monster/Adversary: me again. And again up against Starfinder. Guh.

Best Podcast:Rey and Kiel Can Do! featuring Kiel Donuts and Reynaldo Madrinian of Break! who was my DM for a long-ass time also: I'd be happy to see Hobbs and Friends of the OSR win.

Best Setting: me again. But up against Harlem Unbound and Starfinder. Though the important thing here is Green Ronin and their sexual-harassment-complaint-flubbing-non-freelancer-paying-asses lose.

Best Writing: me again. Up against Delta Green and Harlem Unbound. Super ok with losing to them.

Spotlight Winners: Fever Swamp by Luke Gearing AND Operation Unfathomable by Jason Sholtis over at Hydra Cooperative. Pulpy slimy goodness all around.

Product of the Year: me again. Up against a lot of shit I'd be happy to lose to: Harlem, Hot Springs, all good.

So this is awesome!

When Ennie voting time comes around I'll probably be like "Hey vote for me!" but I really do mean it when I say I feel like we already won. There's an increasingly diverse body of work that truly deserves it and is often doing something totally new nominated in almost every category.

I'm proud of the people who got nominated and, seriously this is not a rhetorical gesture: I am proud that there is enough of a community to support all these folks. If you're not one of the authors on this list and want to be: you are looking at the tide that is going to carry the thing you make next.

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And one more stupid thing:

Kicking the trolls out made all this possible. Unfortunately the trolls don't like that

So as usual, Ennie season has resulted in the usual suspects organizing their usual annual harassment orgy because the things they like aren't nominated. Here, for example is Ettin / Paul Matijevic harassing a trans woman for asking why he's smearing people on twitter
And here he is complaining I called out a sexual harasser. Please report Ettin.

Here's the Dungeon Bastard harassing me for having Charlotte and Stoya--who playtested my game--part of the team--come up on stage with me:

Obviously, as I always say, don't harass them back, but I am verified on Twitter and they are part of a targeted harassment campaign which is against their rules, so if you click over to their tweets and hit the "report" button, sometimes it works and they get suspended. And you're helping save creatorslot of grief in the future and guaranteeing creators and friends can do their game stuff in peace.
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Wednesday, May 23, 2018

Gigacrawler Playtests


James Hutchings from over on the Teleleli blog:
I'm writing a game based on Zak's Gigacrawler setting.
It's a choose-your-own-adventure-style game for one player--similar in format to my free online game Age of Fable.
I've completed a draft of about 75,000 words, and I'm looking for around ten playtesters.
I'd prefer playtesters who have a blog, YouTube channel or similar outlet, where they can talk about the game.
I'll mail the playtesters a printed copy of the draft and the board.The feedback form will be online.
If you're interested in being a playtester, please say so in a comment on this post.
Since I'm in Australia, and most playtesters probably won't be, it'll cost me a bit to mail the drafts. So please don't ask to be a playtester unless you can commit to playing it at least a couple of times, and filling in the feedback form.
You can find more information about the setting, and previous playtests (which I did myself) here.

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Monday, March 12, 2018

I Have TWO New Adventures Out Today--And A Contest!

1. Judging from the social medias, a lot of you may already know that Frostbitten & Mutilated, aka Black Metal Amazons of the Devoured Land, aka Amazons of the Metal North, aka The Adventure That Started When James Sent Me A Conan Cover And Said He Wanted An Adventure Like This But With Women Instead of Zombies was released.

Fuller preview here if you want it.

Buy it here.

If you like it, then tell people.



2. But I also have another new thing released today:

The wrecked transport lies in the center of a dark, amoebic spread of leaking fuel and coolant, half- submerged, half-floating on a massive (20-30’ tall) mound of chartreuse high-visibility pre-impact-deployed emergency minipontoons--linked, inflated polymer spheres, each about the size of a  fist, forming a weird barge near a cluster of caved-in half-domes. The effect is something like a scrapheap drizzled over a lopsided pyramid of tennis balls.



So this guy Dustin got in touch with me...

He made an RPG called Synthicide--it's an eccentric design: grid combat plus somewhat mainstream skill system plus kind of Pendragony personality mechanics, including like Cynicism as a stat. It's basically cyberpunk in space, with an interesting Philip K Dickish setting--the universe is mostly run by a robot-worshipping church, for example.

And Dustin was like "Hey will you write an adventure for this?"

And I was like "For a modest advance I would be delighted to, sir!"

And I did and I wrote like 5 times the amount of words I agreed to and he got a good deal.

Basically a prison ship crashes on a planet and there are a number of bounties the party can hunt by recapturing them but they gotta get in there before the other bounty hunters do--there are tenebrosaurs, mutant tracking cats, psychic intergalactic drug dealers, cyborg murder nuns, biological experiments gone wrong and more. I wrote it, and Dustin adjusted a few things and added the stats--I think my original draft is available as part of the package if you want to see the differences.

It takes advantage of the specific factions and ideas that Dustin developed for Synthicide but it's the kind of thing you could use in a lot of sci-fi settings or systems, so long as it has room for some robots and people who hate them.

30 pages, only 5 bucks: the price of a side of fries (fact check: at my local diner that's a dollar more than regular fries and a dollar less than chili fries. Unless you're tipping.). Enjoy!

And if you like it: tell people!



3. The Contest!

As you may know, neither of the companies releasing these two games is among the biggest in the indie RPG scene.

As you also may know, for the indie game companies that do occupy said Indie game catbird seat, have gotten there by two methods:

A) Paying their creative people fuck-all, and

B) Promoting their games by coming up with a terrible Take on someone else's game, then getting that Take shared, then--even as that Take is being shredded by the actual marginalized people or bewildered new gamers that the Taker supposedly is trying to protect by inventing up with this Take--making it clear that the point of the Take wasn't to help anyone, but instead to advertise a game they're selling.

So in order to do my best to emulate these marketing geniuses and hopefully grab a piece of that sweet Indie pie, I am announcing:

The Official Sean Nittner Memorial Frostbitten & Mutilated/Target-Rich Environment Terrible Take Contest

Here's is what you must do--

1. Take your copy of Frostbitten & Mutilated or Target-Rich Environment

2. Important: Label it, at the beginning, on the document, up front, "TerribleTakeContest". (This is a crucial bit, obviously. I mean: what kind of rancid trash person would knowingly write a take they didn't believe and not even tell people?)

3. Write the stupidest Take on one of these game things you can think of below it.

4. Put it up on social media somewhere.

5. Tell me.

Best Take gets a prize, a page of original art--8x10--from Frostbitten & Mutilated.

Multiple Best Takes? Multiple pages will get sent out.

Contest ends April 30.



Monday, January 1, 2018

New Year New Gigacrawler

Longtime readers and clever postscavenging souls will remember Gigacrawler--the claustrophobic multigenre sci-fi dungeoncrawl based on an idea by me with crowdsourced content from the entire internet.

Well, happy to say, James Teleleli has picked it up and got running with it and is doing new and interesting stuff. His work has always been extremely creative with a nice literary bent. Check out what he's been up to...
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Thursday, December 21, 2017

How To Win A Fight In Apocalypse World

art by me

The bulbfly, crept around the inner circumference of the wallglobe, its glowing, deformed gut casting jagged shadows past its legs and abdomen over the bed and Char’s (1)  face, which was kind or pretty but not both (2).

“Fuck my tits, Vonk the Sculptor (3).”

“Oh Char,” said Vonk the Sculptor, “Oh Char oh Char oh Char,” he shifted in the afternoon haze, “Would that I could jizz massively and wild on those stout twin beige hillocks, yet I cannot.”

“Don’t you…” she pulled at her knees on the chaotic bed, arranged her compact or sturdy but not both body against the splayed gingham and neoprene “…don’t you…want to?”

“I do, but…it’s fucking complicated.”

Uncoiling, she took a weary drag on a vape patched with green gaffer’s tape “Try me.”

“Tomorrow approacheth the fearful Juck, harshly astride his Yamaha and trailed by his loathsome biking gang. There will be conflict.”

“I know,” she slid over, wrapped him in the medical patchwork of her long arms “We can take them, Vonk the Sculptor, it’ll be ok.”

“It’s not that,” he said, “it’s…well you know how every time we have sex you get +1 to your next roll? (4)

"Of course,” she blinked her quick-or-hard-but-not-both eyes “Why do you think I do it? There’s a gang of mutant bikers coming tomorrow to kill us all, I need a +1 going forward. You told me that's why gunluggers always have to fuck everyone in the camp before a fight. Or at least that's what they always say when they're,” she narrowed or hardened her eyes "walking out the door."

"No, it's....see...” Vonk the Sculptor drank deep from a cracking Astro-Boy mug seething with Iron Bru and precontamination scotch “when tomorrow happens—when the radbaked tiles of the hardhold are awash in biking blood—you may need my help.”

“I know,” said Char “I accept that.”

“Yes, but…in order to help you I will need to roll+Hx (5). That is: the stat that records how much History we have.”

“That’s fine. That’s the way things go in this Apocalypsed World. I’ve made my peace with it,” a gecko crawled through the bent nest of black cables meshing the weathered floor  “we all have.”

“But here’s the thing, Char. I already have max Hx with you—+3. If I shoot a load on your tits tonight it will reset to +1, and I’ll be that much less able to help.”

“Fuck,” said Char.

“I know, right?” said Vonk the Sculptor.

“Wait,” said Char “does tit-fucking count as sex?”

“I mean: it says ‘fucking’ in the name. And the rule says ‘If you and another character have sex, your Hx with them on your sheet goes immediately to +3, and they immediately get +1 to their Hx with you on their sheet. If that brings their Hx with you to +4, they reset it to +1 instead’.”

“Ok, but listen,” Char’s eyes went wide (but not bright because they were already quick or hard) “What if you do my tits but then—wait for it—I suck you off—oral sex, then you assfuck me. Then, yeah, your Hx resets to +1 but then it goes back up to +2, and then +3!”

“Well that’s kind of a normal day. But is that having sex three times or once?”

“Well if you’re worried we can just stop for a few minutes and watch an episode of Butt Thesis in between. That’s definitely three distinct times we had sex, then.”

“Oh, whoa. How come we didn’t think of having sex three times earlier? Why would anyone just have sex once?”

“Or any non-multiple-of-three amount of times?”

“Hey, wait. Every time my Hx resets I get more xp.”

“Oh shit.”

“Right! So we can just have sex a lot tonight and….”

“Yeah—I mean you said you were going to spend a few hours setting up caltrops and trenches and oil pits you could set on fire, but if you can just eat my pussy, then stop and have a snack, then start eating it again..what is that? 135 more times and…”

“I’ll have my stats completely maxed out before morning…”

“Wait, do I have to cum each time? ‘cause that could get…”

“There is no mention of orgasm in the rules.”

“Who wrote this game?”
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Footnotes:

(1) Angel Name Options, Apocalypse World, Pg 20:

Dou, Bon, Abe, Boo, T, Kal, Bai, Char, Jav, Ruth, Wei, Jay, Nee, Kim, Lan, Di, or Dez.
Doc, Core, Wheels, Buzz, Key, Gabe, Biz, Bish, Line, Inch, Grip, or Setter.

(2) Angel Appearance options, Apocalypse World, Pg 21:

Kind face, strong face, rugged face, haggard face, pretty face, or lively face.

Quick eyes, hard eyes, caring eyes, bright eyes, laughing eyes, or clear eyes.

Compact body, stout body, spare body, big body, rangy body, or sturdy body.

(3) Gunlugger Name Options, Apocalypse World, Pg 51

Vonk the Sculptor, Batty, Jonker, A.T., Rue Wakeman, Navarre, Man, Kartak, Barbarossa, Keeler, Grekkor, Crille, Doom, or Chaplain.
Rex, Fido, Spot, Boxer, Doberman, Trey, Killer, Butch, Fi , Flu y, Duke, Wolf, Rover, Max, or Buddy.

(4) Gunlugger Sex Move, Apocalypse World, Pg 54

If you and another character have sex, you take +1 forward. At your option, they take +1 forward too.

(5) HELP OR INTERFERE, Apocalypse World, Pg 88

When you help or interfere with someone who’s making a roll, roll+Hx. On a hit, they take +1 (help) or -2 (interfere) now. 
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Monday, December 11, 2017

Why LotFP Is The Best Game to Play With Strangers

The logic:

1. Game system is always less important than who you play with.

2. Dungeons & Dragons is the most widely-played RPG.

3. Anyone who likes any edition of D&D should be able to understand all they need to know to play Lamentations of the Flame Princess (or any other retroclone or old-school game) in minutes and will be within a stone's throw of a premise and theme that they've already signed on to.

4. Due to the art and marketing, LotFP offends more boring people than any other game.

5. LotFP offends no interesting people.

6. Therefore if you sit down to a table with people who've agreed to play LotFP, you have screened out a larger percentage of boring people than you have by choosing any other game while still drawing players from a diverse pool due to the bar for entry--mechanically and thematically--being extremely low.

QED
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Tuesday, June 13, 2017

Old-Schooling the World of Darkness


First off, I'll be repping White Wolf games tomorrow at the E3 game convention in LA at the Indiecade Showcase so if you're in town, come say hi. I might sign something if you're nice. Now, here's a decapitated body and a blog entry....



So somebody on my AskFM was like:

Ok, so, tips for making New World of Darkness more like Lamentations of the Flame Princess...:

1. Make sure they're fighting things that can kill them in like 2 hits

This is the most important thing. Fear of death keeps you paying attention, fear of death is the mother of invention.

Use fire, use silver, use magic, use bigger vampires, use whatever you have to use to make sure the players know if they mess this up there will be a consequence and that consequence will not be personally pleasant for the player. They will lose that character they spent all that time making. If they think that making a few tactical mistakes just leads to failing forward in a fascinating twist that extends the story then they have no real personal motive to try to figure out the right thing to do.

When Mario misses his jump, he dies. And starting over sucks, and that fear of the sucking makes it exciting.


2. Make sure they are weak, hunted and isolated, but have a chance to tear it all down

World of Darkness, of necessity, emphasizes whole shadow-civilizations of supernatural entities that have internal intrigue and culture, who have rules to help them get along with each other, who are more powerful than ordinary humans and know things the humans don't.

This can lapse into a situation where everything is fairly comfortable. It's like your real modern life, only better and you're a stylish predator.

Instead, try to think of ways to weaponize the entire contemporary environment against the PCs. Modern life should be an obstacle course of sunlight, video cameras, paranoia and, most of all, total failure to integrate with the existing spook-o-structure. If there's a Prince, that Prince wants you dead. They can have a clan, but there needs to be an overarching problem that cuts them off from easily relying on the rest of the clan.

On the other hand, don't go along with the default assumption that elders are impossible for thinbloods to kill. Just because you can't kill the dragon with your bare hands, doesn't mean there's no way to fuck the dragon up. You just have to be smarter and more resourceful.


3. Don't use the words

World of Darkness is full of words: The Hedge, Toreador, Sabbat. These contribute to the feeling that the dark places you are going are mapped and knowable and have been seen before and follow rules and aren't that big. Use as few as possible: if there's a wolf you don't want players going "Ah must be a gangrel!" just let them worry about the fact there's a fucking wolf trying to eat them and its drool burns like acid for some reason.

The worst part of any horror movie is all the parts after they explain where all the nightmare images are coming from--so skip that part. The young monsters won't want to use the same language as the old monsters anyway.


4. Making preying on humans hard

Maybe the humans are tough? Maybe the other monsters claim the humans? Maybe only certain humans will do? Maybe the right ones are hard to find?

Ordinary people shouldn't just be rations--or just background noise--they're treasure. Horrible, cursed treasure that you need to stay alive. Each attempt to establish a feeding ground or even to just escape their notice should in itself be an adventure.

And White Wolf's now-canonical "You are what you eat"-concept (the idea that powers come specifically from the kind and mental state of human you feed on) should help.


5. The story is that it's hard

You might think all this skulking and desperation might interfere with the story--but it won't, because the skulking and desperation is the story.

The characters can have all the nightclub orgies and velvet waiscoats they want--it's just they're going to have to fight for them this time. And get good at it.


6. Use historical and occult stuff

A big appeal of the World of Darkness is there's a dense mythology of hidden lore to uncover--a problem is that it can, again, familiarize that which, by nature, should be mysterious. 

The easy (or at least fun) fix for this is that there's an even denser and more hidden mythology of creepiness in the real world. 99% of human history involved people believing and acting on things on like they thought the sun was a god at war with the moon that was in turn a woman who hated babies. Here's a place to start down the click hole.


7. Actually be scary

While a vampire can drift toward people playing a game about being part of an idealized sexy ubermensch mafia family that accepts them even though they have anxiety attacks, if you want to do it DIY RPG style remember, it's a horror game. It's not just dark as in aesthetically, it's horror.

Like: horrifying things happen. The imagery and consequences of actions are horrible. Attempt to contemplate the truly unpleasant and then communicate it. This won't be the same for everyone, and hopefully you know your players better than I do.

There are some horror tips here.


8. PS There is actually a version of Vornheim re-written specifically for Vampire

A fan made it, it's here.
Support the game stuff here by giving to the Demon City Patreon here

Tuesday, March 7, 2017

Demon City

An all-new horror game by Zak Sabbath (and some other people). It uses tarot cards instead of dice.

Donate to Patreon to help get it made here

All the posts about the game so far are collected under the Demon City tag here--many of the mechanics posts concetn old rules that've been changed since the original iteration.
Murder, corruption, death, whiskey, hate, night, darkness, noise, summoning, possession, car chases, claws, disorder, firearms, glass shattering, bathtubs filled with blood, devoured corpses, neon, broken men, fear.




The System

The Demon City system is based on simulating the kinds of struggles that characters typically experience in horror movies and other horror fiction. In those struggles, it’s usually important who is better, but how much better is less important. For example, a 90-pound weakling is likely to fail to dodge a supernaturally puissant tentacle from the Ninth Archon of the Drown Dimension and be knocked off a roof into a dumpster, but they’re about equally likely to fail to dodge a punch from the school bully and end up in the same dumpster. How much better, faster, stronger, smarter matters in military simulations and superhero games, but only which side is better matters much in horror. In horror, fights are relatively quick and decisive—as are many other contests.

What’s important in Demon City is simply who has a better stat, not how much better it is. Broadly, it works like this:

Most situations are resolved via opposed rolls: each side rolls a d10 and the high roll wins.

If the opponents have different stats, the opponent with the higher stat in the relevant contest gets to roll an extra d10—and the superior side uses whichever of their d10 rolls is highest in the contest.

In certain specific contests, extra dice may be alotted based on the situation—for example, in combat: not only does the character with the highest skill get an extra die, but the character who is in the more advantageous tactical position (skill aside) gets an extra die. To take another example: If one character is looking for another in a warehouse at night, the pursuer might get an extra die if their Perception was better than their target’s Stealth, but the pursued would get an extra die if the crates were densely packed and the floor too clean to hold footprints.

No matter what, the highest die on either side is compared, and the high roll wins.



The more goes into the Patreon, the more time I spend on Demon City instead of my day job making paintings, and the faster the art and writing gets finished and shown to publishers. There are a variety of backer rewards from getting your name on the NPC list to getting original art from the game. If you've got ideas for rewards let me know.








Demon City will be an entirely new modern noir/crime/horror game--independent of any other system or setting. I'd like to create a whole game from scratch entirely outside the constraints of working for some company.

This will be a complete game on every level you'd expect: classes, demon creatures, rituals, advice on running horror, tables and tips for running modern horror in the city, the whole nine yards.

Thanks!

-z

Tuesday, October 18, 2016

Bake The Squares And Scatter The Candy

So I was a judge on the awards jury at the Indiecade festival this year, which was neat. Although I've had stuff there in the past, and they do technically recognize all kinds of games, it's mostly a video game thing, so there weren't any tabletop RPG things nominated for an award this year.

There were, however, some games nominated that were RPG-relevant: I wanna talk about Jenn Sandercock's Order of the Oven Mitt.

The main gimmick is it's an edible boardgame. So far so good--I have always wanted to make an edible dungeon where you get to eat any giant gummi worms you kill--but it stacks more layers on from there.

At the bottom, there's a chess variant--4 players play knights, starting in the corners of a 5x5 board with occupying "NPC" pieces in each square. They're on teams of 2 players each. Each time you take a square, you get to slide the entire horizontal row or vertical column all the way right, left, up, or down to fill the space you created. This includes sliding anybody else's knight who happens to be hanging out on the same register. This in itself is already pretty cool as chess variants go--you're changing the board each turn.

On top of that--the host (probably the same parent who baked the board and pieces for the 10-year old chess club kids this game is optimized for) has scattered a series of special squares, each containing a different kind of candy.

On top of that, each time you take a piece with candy you of course get to eat it however each kind of candy has a specific ritual attached to it. So, like, with the gummi bear you have to eat the head first and with another one you have to jump three times, and one you have to like apologize to the candy or something and another you have to reveal something embarrassing, etc. Your teammate gets to eat a clone candy of the same type and also performs the ritual.
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So that's the game. One thing I love about it is that it immediately gets your mind going toward variants. Can we do it with square-cut pizza? Can the rituals feed back into the board set-up? Can...

Now one thing that puzzled us a little at first was the win conditions: the rules say that it ends when all the candy is gone and nobody wins and you should cooperate. But then why are there teams? And what's my motive for thinking about how to shift the board if i can't win? Why not shift it arbitrarily?

But then, oh, duh, right--the reward is the candy.  Specifically two things about it: there's only one square per kind of candy and if you score one then your teammate gets to eat that same candy. (This may have taken us a minute to figure out because the build we were shipped to judge had--through no fault of Jenn's--really stale gingerbread squares, so eating the candy was kind of excruciating but the candy at the actual fest was way better.)

So the idea is: Kandy Korn kid's team tries to manipulate the board so she gets Kandy Korn, marshmallow kid's team tries to manipulate it so he gets a marshmallow, then they both struggle over the right to eat the Junior Mint etc. So there's no winning but there are rewards and goals, and the rewards and goals are scattered across the board by a game master at the beginning and sometimes these are shared and sometimes not, and some of them (licorice) don't even register as goals to anyone but are still there and the rituals of seeing other players get the candy they want are funny even if you're not eating it and the attempts of different people to get what they want changes the world beneath each player.

Which is kind of exactly how sandbox D&D should work.
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And now, a word from our sponsor:
19 Days Left

Sunday, September 25, 2016

Fatalistic Shadowrun and the Elision of Gore (Thought Eater)

Here are some more entires for ROUND THREE of the Thought Eater Writin' About Games Tournament.

These are not by me, they are by two anonymous contestants, vote for which you like better.

The theme for this round is to describe the significance of something that's missing from an RPG text.

Here is the first essay, if you like it best, send an email to zakzsmith AT hawtmayle with the subject line "LIH" and nothing else.

You were born without papers, in the shadow of a government or corporate enclave, never allowed to enter. Maybe your parents were anarchists, criminals, or just too poor and powerless for anyone to give a damn about. You lived in a slum (where else?), in the refuse of the elite. Disease, violence, squalor, pollution, and despair killed or mutilated so many of your peers, no matter whether they were monsters or saints or hustlers. If you’re honest with yourself, you realize that you weren’t any different, just luckier, and, perhaps, more of a monster than most. What is the line between courageous and psychotic? Whatever that line is, you walk it. You are willing to risk your body, your mind, your soul, and those of others, in pursuit of an exit. You run, but the shadows always follow you. This is the escapist game we play, a game with no escape for its PCs.

The door begins to shut at character creation. The only way to acquire papers is to take the flaw “Sinner,” a reference to the SIN (System Identification Number), which marks someone as a citizen of state or corporation. The various versions of this flaw all force the shadowrunner to pay taxes and make runner easier to identify, especially in the aftermath of a run. The criminal version of it puts the runner at the mercy of the justice system (the runner is basically paroled), and the corporate version makes the runner a failed corporate stooge or a low-level lackey, with little or no actual power in the corporation but hated, to the point of being targeted for death, by many of the SIN-less, the people the runner has to deal with every day in order to accomplish runs. Worst of all, a runner with SIN tends to be cautious and boring since if the runner is caught, off to prison the runner goes, losing whatever small benefits they had, and exchanging their national or corporate SIN for a criminal SIN. SIN can be acquired during gameplay, but as a friend once explained to me, no sane corporation or state would give a SIN to a runner without first equipping said runner with a cortex bomb, or something similar.

Still, if a runner can’t have a real SIN, the runner still needs a fake one to do anything in society, even buy a soy taco. This is what most runners opt for. A fake SIN keeps a runner trapped since it can be detected during any transaction, depending on the security level of the device checking the SIN. A fast food restaurant will only give the SIN a cursory glance, but trying to get a lease for a fancy apartment will put the SIN and the runner under great scrutiny. And all of these transactions create a trail. Eventually, the runner’s luck runs out (or an angry decker simply hacks into the runner’s life and outs the runner’s fake SIN to the authorities), and the SIN evaporates, and the runner needs a new SIN and, essentially, a new public life.

You might think that having a lot of money would help, but that too is a trap.  Money in Shadowrun comes in two forms: credsticks, which are like cash, tied to no one but much more portable and much more easily stolen, and money tied to a SIN, like in a bank account. Due to the dangers of a SIN being found out and the ease with which credsticks can be stolen, runners have to live like tax evaders--always spending their money on something or hiding their money under their mattress (see note 1). Most opt for weapons, cyberware, or magic items -- tools of the trade. This is good for runs, but it keeps the runner in the shadows.

Is there any physical escape? If PCs travel too far outside their neighborhood, their relationship with their contacts will suffer. Also, area knowledge is a powerful thing, and constantly moving makes area knowledge a weapon to be used against the footloose PCs. PCs from the neighborhood, however, can make use of area knowledge. Finally, the PCs’ reputation and criminal record will eventually travel with them too, and sooner rather than later in a world with better-than-modern electronic communication as well as magical communication.

What about other worlds? There is a small box in the core rulebook (fifth edition) that admits to the possibility of mages and shamans visiting other planes of existence, but the only support for that kind of play is Aetherology, a short supplement (39 pages) with some evocative details but short of the specific details that many gamers expect, and that Shadowrun delivers for its core setting. A GM would have to design almost everything about the metaplanes himself or herself (or liberally steal from other sources such as D&D’s Planescape). What about outer space? The world is too broke for that, mostly, and it is a hostile place to mages and shamans, and there is little support, and what support it does have (in Target: Wastelands) makes it clear that magic won’t work in outer space. Nor should you expect some kind of people’s revolution. The corporations won, and they won big. Any one corporation might fall, but the system remains.

It is the system that even blocks social escape. Shadowrun actually has three such systems: Street Cred, Notoriety, and Public Awareness. These reflect its cyberpunk origins, since that genre is very concerned about reputation. In Shadowrun, a high Street Cred is a positive, but its only effect is to allow you to keep more of the successes that you roll on social skills where Street Cred would matter. Notoriety does not have a precise effect, and exists mostly to allow the GM to punish you for being obnoxious and to reduce your Street Cred. Public Awareness makes you better known, and at high levels, you might achieve the fame of outlaws like Bonnie and Clyde or Pablo Escobar. Their fame, ultimately, did not protect them, nor will it protect PCs. Instead it acts like a target painted on them.
What is left for the PCs to do but to act outside the law? For the most part, their very existence is illegal, and becoming legal is difficult to impossible, so the PCs might as well murder and steal, but Shadowrun points out that there are different ways to be an outlaw. In this world that is a maze with no exit, PCs can still choose what to do and why they do it, and yet, morality matters less, grand things matter less, and personal choices, impulses, loyalties, and the details of the world matter more. If you choose the evil corps as your target (and they make a great target with their wealth, arrogance, and 100% dedication to evil), criminal acts against it are mitigated and downgraded to the courageous mischief we see in caper films or even upgraded to the doomed heroism of samurai and gunslingers (a great ending for a campaign). But until that glorious end, your PC is still a criminal. The runners steal and murder, but they also save the day. Shadowrun’s seemingly shoddy construction allows for PCs who can be dastardly and heroic and have a grand time doing so, and, indeed, who have little choice but to both be part of the world and be gleeful, semi-heroic bastards.

Is it possible to play such characters in other games? Of course it is. There have been semi-heroic bastard PCs since the early days of roleplaying, and some adventuring parties in D&D, Rifts, and other games seem to consist of nothing but such PCs. They are a lot of fun to play. But there are other PCs too. Some PCs are unwilling to take a risk. Others are virtuous or villainous to a fault. Others don’t care about the consequences of their actions. Others are so powerful or competent that they make other PCs unnecessary. Others are depressed and angst-ridden (see Vampire) or very serious about their honor (see Legends of the Five Rings).

But by removing the escapes from the shadows, the Shadowrun rules and setting direct the GM and players to create a specific game experience that encourages PCs to be semi-heroic bastards by discouraging overly “good” or “evil” behavior since both can make runs more difficult, by encouraging players to build PCs who are specialized (basically, encouraging PCs to choose a class) and who thus will also have weaknesses so they must rely on their teammates, encouraging risk-taking, since doing nothing leads very quickly to poverty, and by keeping PCs focused on a narrow geographical area, players have an easier time becoming immersed in the setting. Again, it is possible to do all of this with other game systems, but this is the Shadowrun default.

By limiting or eliminating certain choices that are common to other games and settings, Shadowrun creates a distinct yet common gaming experience for its many players. D&D players can talk about the wonders of Planescape or the silliness of Castle Greyhawk or the survival-horror of Dark Sun or the dungeon they sacked. Vampire players can talk about their super-heroes with fangs or their cunning political schemes lasting centuries or their Near Dark style epic road trip across America. Rifts players can talk about their human-animal hybrid characters, or their power-armor characters, or fighting for or against the Coalition or traveling to completely different dimensions.  But in my experience, when I talk with others who have played Shadowrun, the topic is always the same: The run.


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Notes
If Shadowrun had a dark satirical streak (ala Ray Winninger’s Underground), the most popular cybernetic enhancement would be a pouch in your body where you could easily hide and retrieve your credsticks: “Wait, wait, I gotta pull it out...there it is.”


Here is the first essay, if you like it best, send an email to zakzsmith AT hawtmayle with the subject line "SIR" and nothing else.

So, for this round of the contest we are to find something that our topic avoided, that the author is not aware it avoided, that the readers at large are not yet aware was avoided, and find interesting things that omission can tell us.   I've decided to take a look at Combat in gaming.

Love and Gore: the Sanitized Combat Experience

Roleplaying games across the spectrum are a form of reality emulator.  The open ended nature of actions in an RPG is one of the great features which let them mimic lived experience in a more dynamic way than other entertainments.  It even exaggerates the options for action beyond what is possible, into the realm of what is imaginable, so as to make the life inside the game way more fun than the real world.

Pretend fighting is one of those play activities inherent to mammals.  We find it fun so we have made Combat one of the mainstays of the RPG experience.   The emulators we use to make the reality of the game world are missing something essential to the experience of real fighting: trauma.

When you stab that goblin in the balls it isn't a traumatic experience, it's comedy. You don't hear his agonized screams ringing in your ears for the rest of living memory, his blood doesn't run over your hand staining it in your mind despite your compulsive attempts to wash them over and over for years thereafter.  If combat in the game even remotely resembled the real thing, it would not make for an enjoyable pastime.  It would be an emotionally tolling horror genre miserycrawl.

Even further removed from the combat in roleplaying games are the battles in tabletop wargames. The roots of roleplaying games were seeded here, and if you think about what wargames are it's kind of fucked up. It takes a deeply disturbing and psychologically scarring event: War, and turns it into a form of play where you push pieces around harmlessly on a map.   Even the idea of lining up your battalion of pieces that represent lines of soldiers, to knock other pieces over to mark them as dead, is a little bit cracked. The concept of "Soldier" is a cultural construct which serves to reduce the humanity of an individual so they are a killable thing.  Objectifying a living, feeling being crescendos to a disturbing logical conclusion when you represent a person who is dying as an abstract game piece on a board.

The wargame origins of the RPG genre might have biased the design process in the early game.  It could be the reason that fighting is so prevalent in most paper and dice games, as opposed to other parts of the human experience.   There are examples of another way to build an RPG experience.  In the King's Quest series of video games your obstacles are seldom combative in nature.  Exploration, collection, and puzzle solving play a much larger part of the experience than combat.  Character relationships, dialogue, and even romance occupy a larger portions of those adventures.

A cursory look at the design choices made in 4th Edition D&D will show you what the end result of the wargame bias can look like.   Combat is everything, the interesting powers all help you fight in some form or fashion.  The rate you use and regain your powers is largely measured by how often you rest between fights.  The rest of the varied experiences of life are condensed into a meager handful of skill checks.  The traumatic and visceral experience of fighting is codified into initiative turns, measured movement rates, and tidy dice rolls.  It quantifies something terrible and divides it out into safely experienced and knowable parts, so we can use it as a form of play that dominates the narrative.

If the play fighting in our RPGs more closely emulated violence in reality, combat would be the less attractive option for obstacle resolution.  We can also deconstruct the methods used to create tabletop combat and apply those systems to the other parts of the human experience in an effort to redress the imbalance. We might break the experience of romance down into its constituent actions.  Initiative rolls could be made for dilated pupils and raised hairs on an arm.  Stun saves could counteract the emotional paralysis between first base and second.  Encounter powers would activate when we engaged in a social bluff instead of a battle.  Carousing would get a d100 table.

I think that altering the balance between trauma and play in our game combat might be a useful tool for shaping a game's design, and in turn how we shape the imaginary lives lived at the table.
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Tuesday, September 20, 2016

So Shadowrun

-Biggest problem with cyberpunk is: The same way the gravity of superhero games pulls toward in-jokey parody and it takes a lot of set-up to resist, the gravity of cyberpunk games pulls toward dumb escapist "real life just cooler". Since I live in downtown LA (literally where Blade Runner was set, blocks from the Bradbury Building) in 2016 and everyone here is in porn or something and my girlfriend has so many essential tubes in her she technically is a cyborg, this is a very serious problem for both overall setting, character gen, and improvising details.


-Ok, I recognize the gear and brand porn is actually an important setting element: when your characters can casually throw around shared ideas like "oh that Fairlight Excalibur used to be hot shit back when people thought AIs were spinning pyramids made of grey cubes" it really does help make a future of disturbed hypercapitalism come to life. And also, it is interesting as a planning challenge to have a "right tools for the job" approach to weapons. On the other hand, I don't want a simulation of the experience of actually shopping. There are, just like in real capitalism, more weapons than there are proper niches for them. A sci fi game should have each niche:

Long range, light damage, narrow area of effect, slow rate of fire, hard to get (like a sniper rifle)
Short range, heavy damage, wide area of effect, slow rate of fire, easy to get (like a shotgun)
Medium range, heavy damage, narrow area of effect, high rate of fire, hard to get (like a machine gun)

...and every other possible variation on those categories super-clearly laid out. Plus nonlethal weapons like a net gun and weird ones like the one that sends you to dimension 3 or sprays mutagen everywhere or whatever. And if you want to add a shopping-simulating mechanic (like some are cheaper but less reliable, etc) then ok. But actually having to have system mastery in order to get the non-trap weapon should not be a thing.

The reason I don't think this has ever happened is very few game writers are simultaneously old school enough to realize the legitimate world=building and tactical planning purpose of gear porn while also being innovative enough to cut away the parts of gear porn that exist because of sheer inertia. Any game mechanic which rewards having read the manual more carefully is evil.


-Like sex, hacking is more exciting in real life than it is in a game, even when you dress it up so it looks better and involves more robots.

Moreover, computers are kind of boring in general.


-It is definitely fun--and genuinely a challenge of invention--to make up dystopic, satirical versions of places in the actual world. That's fun. That is the tempting part.


-All the hippie shit has to go and you have to somehow make Shadowrun elves feel like elves without it. Which probably means many of them have to be immediately accepted very high into the power structure and establish their specialness right away.


-Do they have cyberware for critters yet? Because if you can't have a half-chrome cockatrice with Judas Priest cover claws what even is the point?


-Cyberpunk miniatures are terrrrrrrible by and large. The sheer volume of people trying to do it has resulted in sculptors able to produce medieval fantasy minis at a fairly high level of quality and the amount of money and talent Games Workshop aimed at them from the beginning has meant the 40k line has developed an idiom for their version of the future that looks pretty good but--as in life--reality is one of the hardest things to romanticize and generations of Cthulhu and Western and Shadowrun sculptors have fell flat on their faces churning out endless series' of grimacing big-headed knob-fisted humunculi that nobody wants a piece of.


-The current state of cyberpunk art in general is far advanced over the state of the art in actual Shadowrun books--which is only a problem as far as showing players the Shadowrun-specific stuff is supposed to look like, that is: the cyberelves and cybertrolls. But: that is a genuine hurdle. If you're gonna have orks, you want people playing them.
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Monday, September 19, 2016

6 Games You Don't Have To Play Before You Die

So saying something is 'must-read' or 'must-play' is dumb, and, at-root, a creepy arrogant steamrolling over the ineluctable modality of being. I remember that list of 100 games to play before you die that went around--and I'm sure there were some lovely games on it--but seriously play 100 RPGs? Ever heard of Sturgeon's Law? Games exist to serve you, not the other way around.

That said, here's a list that's RPGs that are Essential to play if you want to experience and learn some things I thought were worth learning and experiencing. Bonus: in order for newbies.

1. D&D--Basic, 5e, or simplified AD&D

Not only will you then know what everybody is talking about, it's a game with a culturally broad enough premise (everybody knows what an elf is) and an open enough structure that you'll probably find a way to slot yourself into that universe. Obviously if you hate fake-medieval magic settings don't play, but seriously duh--if you don't like the genre don't play the game that is in that genre, I won't point that out again.

2. Call of Cthulhu

I haven't seen the latest edition, which I hear is worse, but every ed until then was good. You learn two things:
-A system which is basically D&D but with a whole other % and Sanity system bolted on works fine
-Hey you could probably use this system for, like, almost anything if you just changed the skills....

You could also play Pendragon here instead, which has a trait system instead of a Sanity system but is based on the same system and teaches many of the same lessons.

3. Rolemaster

Have someone else make your character, though. Then experience the rich anticipation of finding out how horrible your fumble is, or the unique and gory detail of your new crit. See die results you will never see again--plan the fuck out of your combat or die trying. Also realize character generation that is too complex to do yourself is...not really a big hurdle if there are pay-offs.

4. Dread

You already played Call of Cthulhu, now you can compare. This is the Indie way of doing things: Movie-inspired rather than literature inspired, open-ended, relies on you (the player) to invent details, requires you to maintain tone, ultralight, best in one-shots. Plus, as one of the few postForge-RPGs where the author isn't either a chronic online psychopath or in a close business relationship with one, it's one of the few Indie games where your money spent won't go to fund online harassment.

5.  Marvel Superheroes FASERIP

Have fights that comfortably last a whole session, see what it's like when the girl who wants to act like Spider-Gwen and the girl who wants to solve the problems that Spider-Gwen has to solve are both equally effective due to the karma system. See the genius of the Make A Commitment rule.

6. RIFTS or something else Palladium

This will be your first experience with a genuinely wall-to-wall fucked-up system. It will probably also be fun anyway--which is an important lesson to learn, plus we need a sci-fi game here.
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Friday, September 16, 2016

Tips For Running A Spy Game

Currently running one and somebody asked so I figured I'd do my best to throw together some simple but concrete things:

-Choose a place and a time you know as well or better than your players

I once got to say "Actually, I've been to Pollock's Toy Museum and it's fucking tiny and the coat check is right next to the entrance" instead of looking stupid when running Night's Black Agents for Ken Hite. Though I did pretty much rip the system into shreds accidentally kind of constantly but whatever that's another story.


-Figure out how much spy stuff you want the players to have and how hard you want it to be for the players to get it

One of the nice thing about Night's Black Agents for one-shots is you spend no time shopping, and even though I run my own games using a modified Call of Cthulhu (basically using the NBA skill list) the point is you want to have a clear handle on how the parent government or patron's largesse is going to shape the adventure. Technically the CIA could always call in an airstrike, and that could be boring. You need to carefully calibrate how you want to use the system and scenario to decide how much recourse the players have to crazy tech that can solve their problems before they come up.


-Get comfortable with how spy pacing is distinctive

Ok, in a super-hero game, you can run a 2-hour session of which an hour and a half is one fight with one villain and not only is everybody happy but that pretty much can be an average session. A little drama--biiiiiiig fight, lots of powers, done. Satisfying. That's why superhero games are pretty easy to run. Similarly, D&D games can typically be paced out to like a series of 5-10 moments of opening doors or entering hexes or encountering NPCs and then dealing with some unexpected consequence.

In a spy game, the unit of "something happened" is basically each time the players get concretely closer to their goal or some other major confrontation. That is a "beat" in a spy story. I roll successfully to see if I can detect a pattern in Worthington's tax returns over the years--beat. I talk to the bartender and he makes me as IRA and waves me off. Beat. Get comfortable with that--let the players enjoy the little world you're creating with these details. Make that as fun as the rooftop gunfight you know is coming.


-The spy equivalent of the dungeon is the heist

And I don't mean in structure, I mean in terms of reliably providing a session's-worth of reliably spyish activity. You name a target, a time, a place, and tell the players they need to steal, assassinate, kidnap, rescue or neutralize it. The rest is up to them.

It sounds preposterously simple but trust me, it works. Here's a freebie. They'll spend a half hour or more planning, they'll get in, they'll fail one crucial roll and the consequences will provide the fuel for the rest of the night.


-Hunter/Hunted is a good one to have in your pocket

"What if there's a crucial clue the players miss?"
"Oh just use GUMSHOE! Or the three clue rule! They'll never miss a clue again!"
Screw that, let your players deal with the consequences of their appalling incompetence. It's good clean fun and a plot structure so tight it's hard to think of a spy story that doesn't use it. Here.


-Red herrings

In yesterday's game I told False Patrick that the cell data he Traffic Analyzed revealed:

-One number that gets called all the time
-One number that calls the target, only after they've consulted that first number
-One number that gets called the same time every week for 20-30 minutes

Patrick looked at the 3rd number and went "That's probably just his mom". And I was so happy--not because I'd fooled him, but because he had guessed exactly right. In the years he played in my games he'd gotten used to the idea that just because there's a detail doesn't mean it's important. Only hack GMs only give players details that turn out to be meaningful later.


-Enemies are whatever

Opposed NPC stats can be just average people 90% of the time with like one good stat and 1 skill. You don't even have to write them up ahead of time if you have a good handle on who they are. In most spy (and horror) systems, PCs are fragile enough that regular people with guns are quite enough to make a genuinely frightening combat.

The final boss can have stats, but even just an interestingly exotic place to fight and a lot of hit points or a bullet-proof vest results in a memorable encounter.


-You don't have to invent plot twists right up front

In making a D&D setting I recommend running that first adventure, then extrapolating the setting from what happens there. It worked for Tolkien (you got a....ring? Ok, let's see where the ring came from...). Run the first adventure, figure out what kind of PCs the players made and what kind of stuff you had to pull out of the hat that day to make the game happen. Then develop the plot twists out of that between sessions. As more and more elements come into play (one player is CIA one is MI5, you can do inter-agency rivalry, none of the players speak any other languages--give them an unreliable translator, etc). The twists will come organically once you get your feet on the ground in the world. Just character creation for 4 people alone will generate enough question marks to build plot out of for weeks.


-In other words, relax

I am making this sound easy, but it some ways, it kind of is. You don't have to genuinely scare people, like in horror, you don't have to invent some new exotic traps or weirdness, like in D&D, you don't have to make your villains seem as vivid as real comic book villains like in a superhero game, you just have to make this slightly alternate take on reality feel real. The spy genre is about how mystery and danger are hidden in banal objects--the bomb in the apple, the elevator with the frayed cable, the Man Who Goes Through The Blue Door--luxuriate in these details and other lives. Rushing toward set pieces isn't necessary--these players want to spy on things, let them.

And if that doesn't work, like Chandler said, just have some dickhead show up with a gun.
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