Monday, June 17, 2013

The Path to 750: Gamer Reflexivity

So this is my 750th post. Let’s hear it for arbitrary celebrational benchmarks.

BEFORE I BEGIN
I will be participating in a panel for ConTessa, the free online gaming convention by women for everyone. That runs this weekend, and if you haven’t checked it out yet, go and look here. The panel is called “Collaborative World-Building and Gaming.” Here’s the blurb:
Harness the power of the group to make better games. Collaborative gaming doesn’t necessarily mean a GM giving up power. Instead it can serve as a tool to draw players in, create novel settings, and provide engaging experiences. The panel will discuss ideas and practical applications. We’re excited to announced our scheduled participants: Meguey Baker (A Thousand and One Nights: A Game of Enticing Stories, Psi*Run), Brad Murray (Diaspora, Hollowpoint), and Ben Robbins (Microscope, Kingdom).
I’m there purely as the voice of a GM who has moved to more of these shared-world technqiues over the last several years. The panel takes place this Saturday at 2PM. It will be recorded as a YouTube video, so you’ll have a chance to check it out after the fact.

SCHEDULES
This week’s an odd one for me. For my tabletop campaigns, I run on alternate weeks. For online, I run weekly. This normally would be my heavy week- running Sunday, Monday, Wednesday, Friday, and Saturday. But of the middle three, two have been bumped due to player schedule conflicts and the third is on break until mid-July. I’ll admit that I’m always a little thrown when the schedule opens up like that. If I’m smart I’ll have planned some things- like nights of painting minis or boardgaming. If not, I end up on the PS3 or with some Steam Game I bought on sale but still haven’t really played.

Late in the Fight: Pity the Dead

OVERGAMER
I GM a lot. I’m primarily a gamemaster- when I do play I try to only play in a single campaign at a time. Right now I’m in a fantasy game using Mongoose’s Legend system. I’m still trying to wrap my brain around the mechanics of that. It has been years (GURPS 3e) since I played a game with a roll-under mechanic instead of one aiming at # of successes or beating target numbers. I was running six campaigns recently until I finally wrapped up my f2f Changeling the Lost campaign after a little over four years of play. The three of the five ongoing campaigns are tabletop: Libri Vidicos, a magic steampunk school game in a long running fantasy setting (begun Feb of ’07); Last Fleet, a fantasy riff on Battlestar Galactica (started June of ’11); and New Dragons, an L5R family campaign with homebrew rules (begun last November). I have two online campaigns. Changeling Lost Vegas which uses straight G+ Hangouts (begun last Dec  and has a YouTube Playlist) and First Wave Series Two, the second arc of a Mutants & Masterminds 2e game using Roll20 & Skype (begun last June and has a wiki). I also have a wuxia campaign- White Mountain, Black River- which is on hiatus but we will eventually finish. Two of the f2f games- Libri Vidicos and Last Fleet will wrap this year- and First Wave will do one more series and then will finish.

DEFINE YOUR GAMING
Like many veteran gamemasters, I’ve run using many, many systems. Too many. For those who see GMing as a calling, there’s a weird push to get the perfect game- the game which does everything right. So we critique when we read new games, we run something and then discard it in favor of another game, we go back to old models, we tweak new ones. We hunt for the Holy Grail even when we’re running campaigns that keep humming along. Dissatisfaction rules. Or maybe that’s just me. So I’ve run V&V, D&D, M&M, Champions, DC Heroes, James Bond 007, Vampire the Masquerade, Mage the Ascension, Call of Cthulhu, Mutant City Blues, True20, Rolemaster Classic, Rolemaster Standard System, GURPS, BRP, FATE, Ars Magica, Hollowpoint, d20, Fading Suns, Dying Earth, AFMBE, Conspiracy X, Ghostbusters, Paranoia, Hero System, MERP, Storyteller, Scion, Exalted, World of Darkness, Savage Worlds, Armageddon, and blah, blah and more blah.

What I learned is that I prefer simple systems. At the same time I want some chrome and some choice. I want that to be mostly on the player side. I don’t mind complexity and variety in character creation, so long as that doesn’t bog down or slow things when we get to actual play. So the powers, abilities, feats, and everything like that should be easy for players to remember and use. We shouldn’t have to go back to be book too much during the session. I tend to strip off the rough corners and edges of the games I do play. If you watch any of the YouTube videos of my Changeling sessions you can see how I move through those things. I aim to reduce complexity- and funky edge case rules often get dropped. Some of that’s my desire for speed and efficiency- we only have two hour sessions for that. Some of that’s my system mastery- I’ve only been running nWoD since last November. I don’t think it makes for a bad game, but I imagine players who enjoy crunch and like digging into the depth of the mechanics might find my games less fun for them- I might not be able to offer them the game style they want. I’ll admit that keeps me from really wanting to run more online with new people. My group’s pretty settled and used to my style. They go with it. Some of them play Pathfinder which satisfies a different itch of rule-heavy material. But in the back of my mind I’m worried I’ll be pointed out as a fraud if I try to run something more complicated on G+.

The South Wall of the Game Room

REALLY DEFINE IT
For tabletop gaming, I run a homebrew system we’ve been playing for about 13 years. It has gone through several iterations and multiple campaigns (ten I think). I’ve written about that homebrew, Action Cards, before. It began as an idea for card-based resolution with each player having a unique deck. I wanted a game with more room for narrative and easier core mechanics. Over the years I’ve stripped out complexities from the mechanics (point spend actions and initiative, overly elaborate magic systems), changed out various basic concepts, and borrowed ideas from games I’ve enjoyed- trying to tweak the game to make it work with the campaigns we’ve played and make the play feel more involved and interesting. I’ve borrowed some ideas from FATE and ended up putting dice back in the game purely for damage- because people like rolling damage. But at heart Action Cards offers simple resolution, with players able to narrate moments if they can get the right cards and effects.

I don’t know exactly why it works but it does- and for a group that’s played across a lot of systems, with including players who would probably go with Pathfinder or Champions as a second choice. It is a group which as a rule loathes FATE for one primary reason: they hate the dice. They hate, hate, hate them. I’ve tried to run FATE straight with the dice and the players have enjoyed the ideas and concepts and hated the play for the dice. Despite that, my f2f group (ten distinct players across three games), likes Action Cards. The primary benefit AC offers is a sense of ownership- with unique decks and cards players can mark up and modify. Imagine being able to mark and modify a unique set of dice for your character. 

HOW WE PLAY
We play narrative-focused games, with stories but hugely freedom of choice. I try to provide incidents and have the players choose which way they want to head. But I also try to come up with interesting incidents and scenes- and often these will be turning points (like the current coronation the players are at where a forest has begun to swallow the world and the church is surrounded by a legion of vampires). We often have whole sessions of “once-arounds” where individual players follow up on their own stories and interact with NPCs. These push the character’s own stories forward and I often lay the groundwork for other interesting events in these. We have combats on average once every three sessions. That can accelerate when the hit the third act of a campaign. Often we use miniatures and maps but I abstract distances and have now moved to having zones rather than squares. I still use terrain and scenic because many of the group really enjoy that tactical feel and don’t like just having aspects defining things. So I have to mix that up. My sessions run three+ hours, longer if we have something important happening. My players are more apt to spend resources on planning, status, and social interactions rather than in combat. They trust that investments in those areas will pay off in the long term. As a GM I try to track and remember those actions and reward players for that kind of creative thinking and preparation. NPCs they were good to return to help them, reputations gain them advantages, financial investments come back to them, the house they built offers them a sanctuary, etc. I try to balance a focus on rules, environment, and character story- but I’ll admit that my attentions often more on the last two than the first.

Train Fight with Cake and Detached Car

WHAT ELSE SHOULD READERS KNOW?
I’m a freelancer still hunting for short-term and part-time work in writing and editing. The environment’s tough and that’s something I usually avoid talking about too much. If you’re looking for someone consider this blog; my DramaSystem piece for Pelgrane Press “A War on Christmas”; or my entry for the 24-Hour RPG Contest, Arclight Revelation Tianmar as examples. I’m comics you can see stories I did in Mouse Guard: Legends of the Guard Volume 1 or Rocketeer Adventures Volume 1. I also scripted and co-plotted Flashpoint: Project Superman for DC. 

Currently I have a board game design, Right of Succession, that I’ve been shopping around and will be sending out for some more testing. I have a couple of other BGs that I’m sketching once I get that to a finished place. Art Lyon and I have been working on some independent comics pitches, a couple of which are in final stages and we’re beginning to hunt for artists. Eventually I plan to put Action Cards together as a product and at risk of being a cliché, I will likely Kickstart that. I’ve been thinking of how to expand and develop the “History of X RPGs” project into a larger volume- perhaps with interviews and some more value-added details. I’ve also been using Scrivener to put together a concrete version of the most interesting stuff from this blog. In doing so I’ve been pleasantly surprised at the number of useful pieces out of the 750 posts, but there’s also some serious dross to trim.

I plan to be at GenCon for a couple of days this year, so I hope to run into some of the really creative gamers I’ve followed online.

THANKS
So thanks to anyone who reads this blog- I hope I provide some interesting insights. This is one of those self-indulgent posts, the kind I often skim through on other people’s sites. I’ve you read to down here, then a double thanks for your attention.

I always welcome requests, comments, questions, suggestions, review copies, and criticisms. I get decent hits and I hope people find the time to check things out. The variety of sites and choices available means every comment's a rare and precious thing. I need to be better at that myself. Anyway- I hope whatever kinds of games you run or play in, that you have awesome fun, always.  

750 posts. That probably means I can time it to get to 1000 at the end of 2014. 

Wednesday, June 12, 2013

History of Steampunk & Victoriana RPGs (Part Eight 2012)

NOW WAIT FOR LAST YEAR
With this, I wrap up these lists. At the end of the year I’ll do a new one covering those products published in 2013. Quite a few have appeared already and we’re not even to GenCon. Kickstarter and like avenues of publication have encouraged new rpgs in general and many of these have covered steampunk or Victoriana.

Since we’re at the end of the lists I’ve gone through and roughly broken down the 121 games and products into some rough categories. I hope these might help people looking for a particular flavor of Steampunk or Victorian gaming. They’re subjective; I’ve tried to figure out the main focus of the play or setting. Items are arranged pseudo-chronologically here- basically by how they appear on the eight lists.

Pure Victoriana/Gothic: Victorian Adventure, London by Night, Cthulhu by Gaslight, Holmes & Company, Dark Continents, Aventures Extraordinaires & Machinations Infernales, Private Eye, Masque of the Red Death, The Golden Dawn, GURPS Age of Napoleon, d20 Past, Imperial Age, Victoria
Scientific Romance: Space: 1889, Forgotten Futures, Terra Incognita, Adventures and Expeditions by GASLIGHT, The War of the Worlds, Full Light, Full Steam, The Committee for the Exploration of Mysteries, Pytheas Club, Space 1889: Red Sands, Verne, Leagues of Adventure, Stars of Empire
Fantasy Victoriana: For Faerie, Queen, & Country, Castle Falkenstein, Midgard Abenteuer 1880, Age of Empire, GURPS Goblins, Sunset Empires, Victorian Age: Vampire, Victoriana, Oktoberlandet – Hammaren & Trollspöt, Passages, Fabulas, Legacy of the Rose, Magicians of England, Ghosts of Albion, Agents of the Crown, Gaslight Victorian Fantasy, The Kerberos Club, Příběhy Impéria, This Favored Land, Dark Harvest: The Legacy of Frankenstein, Finsterland, Historia Rodentia, Mechanika: Empires of Blood and Steam, Victorian Lost
Steampunk: Wooden Suits & Iron Men, GURPS Steampunk, Broken Gears, Gearcraft, Sweet Chariot, GURPS Infinite Worlds: Britannica-6, Lady Blackbird, Brass, Blood and Steam, Hardened Heroes & Fiendish Foes, Steamfortress Victory, Edison Force, Steamfunk, Über RPG: Steampunk
Steampunk with Magic/Fantasy: Gear Antique, Ecryme, Deadlands, Iron Kingdoms, Terra the Gunslinger, Mecha Compendium, Rippers, Etherscope, Tenra War, Queensguard, Wolsung: Magia Wieku Pary, The New Epoch, Steam, Savants and The Kandris Seal, Brass & Steel, Noggle Stones, The Widening Gyre
Fantasy with Steampunk: Discworld RPG, C-13: The Thirteen Colonies, Children of the Sun, Absinthe, Sorcery & Steam, Doom Striders, DragonMech, Eberron, OGL Steampunk, Steam and Steel, Exil, Runepunk, Steampunk Musha, Steamworks, Clock and Steam, Elyrion, Opus Anima, Steamworks, Sundered Skies, Engines & Empires, Carmine, Zeitgeist, Radiance, Tephra, Zobeck
Weirdpunk: Tradition Book: Sons of Ether, Planescape, Mechanical Dream, a/state, Perfect, Unhallowed Metropolis, Warsaw, La Brigade Chimerique, Clockwork & Chivalry, OZ: Dark & Terrible, Abney Park's Airship Pirates, The Cog Wars, Arclight Revelation Tianmar, Eidolon: The Electrodyne Opera

STILL MORE IGNORED
You can find an explanation of my arbitrary labels on the first list entry. I’ve focused on core game lines or supplements offering a significant shift or change to the setting. So if one module offers some steampunk bits, I’ve left it off the list. To keep the lists manageable, I don’t list exclusively self-published or free pdf rpgs (with some exceptions). Some not listed below include: Thief: The Role Playing Game, Anarktica: Fate of Heroes, A Night in the Lonesome October, Beyond the Ӕther, Heart's Blood, Steampunk Crescendo, By Gaslight, and Fin de Siècle. Westward was also announced and expected in 2012, but did not appear. I welcome discussions and suggestions as I work through these lists. I've arranged the items chronologically and then alphabetically within the year of publication. I break the time periods down arbitrarily, trying to keep the lists manageable.

History of Steampunk & Victoriana RPGs (Part Three 2004-2006)
History of Steampunk & Victoriana RPGs (Part Four 2007-2008)
History of Steampunk & Victoriana RPGs (Part Five 2009)

(2012, Victoriana/Steampunk-esque) As I mentioned above, these lists focus on more formally published games. I leave off free pdf publications except in a few cases. This is one of those case- a game so sublime, so striking, it demands to be showcased as a paradigm-changing event. (NOTE: I'm only saying this because I wrote it. I'm made of lies and I'm abusing what little power I have in making these lists.)

Arclight Revelation Tianmar was created for the 2012 RPG Geek 24-Hour RPG Contest. It takes place in a world still reeling from the Martian Invasion. The Red Weed has not died off, but has insidiously infiltrated the eco-systems and created new threats and monsters. To combat this, scientists have created weapons using Martian tech and new weird science. They crafted "Steamlarks," mecha which can fight these monsters on their own terms. However these can only be piloted by the young. The players take the role of pilots in a secret weapons program- balancing school, social pressures, and the dangers of the Red Lands. ART riffs on anime- including Neon Genesis Evangelion- and steampunk conventions. The system needs work- as you would expect with a 24-Hour game. You can read more about it here. You can also download a copy of the free pdf here.

(2012, Victoriana) I HOPE throughout these lists I've done a decent job of summing up each game's core idea. At least I've offered enough that readers can decide if a product's in their wheelhouse or not. I'm going to try to sum up what I've gleaned of Eidolon. I fear, though, that I'm going to do a disservice to the premise. With that in mind, if you're interested in this I recommend you check out the free brief pdf introduction to it here.

Set in 1900, Eidolon offers a more dreamlike take on Victoriana gaming. The game itself seems to be metafictional with stories as powerrful forces and tools. Passages attempted something like this, but even that was much more literal and concrete than Eidolon. It isn't an alternate history but rather an allegorical take on our world and history. There's talk of the Literal Continent, Absolute Enlightenment, dream-fueled technology, narrative power, and Delirium. The tone of the world and play reminds me of a mad mash-up of Nobilis, Houses of the Blooded, and The Fair Folk. if you're interested in wild new ideas in games, you ought to check this out. At least take a look at designer Angelus Morningstar's website for the game or the presentation materials from his successful IndieGoGo campaign last year.

(2012, Victoriana?) OK, probably not, but I had to put this on the list because I can easily see moving this forward a little to make it work more in a later period. Based on the Brushfire wargame, it offers an anthropomorphic alternate 19th Century setting. Written for the Legend system, the rules add options for battle command, politics, and organizations. The art and design looks great- and the sourcebook includes 21 playable species. As I suggested, it looks like it leans a little more towards Napoleonic analogies, but it could easily be tuned to later history.

(2012, Steampunk) Iron Kingdoms appeared previously on this list with its d20 incarnation. This version rebuilds that from the ground up- with a new house system and integration of the world developments from 11+ years of IK, Warmachine, and Hordes. I like that everything's in one book now. The graphic design and look of the book is excellent- yet I still haven't picked this up. I need to- in some ways it offers the most accessible fantasy steampunk setting out there, with lots of cool bits to support it. My players would easily buy in to the setting. The game system, d6-based, is supposed to be interesting. It is a nominee for Best RPG at 2013 Origins (coming up this weekend).

(2012, Victoriana/Steampunk) Leagues of Adventure is the newest line from Triple Ace Games, who also brought us the excellent steampunk-esque Sundered Skies. LoA is a complete game and setting using the Ubiquity rules. It draws from all of the classic elements of fantastic Victoriana, focusing on action and exploration. The template draws from League of Extraordinary Gentlemen, with the players organized into a League themselves. A number of other games have done this, but LoA makes it a centerpiece with rivals and enemies from among these other groups. Though the publisher blurb describes it as a "gritty steampunk game" the world appears more four-color. The core book offers open setting and background material- with the sense that it will be expanded in future supplements.

One thing I really appreciate is how well TAG supports their lines. They already have three different adventures, nine mini-supplements (Globetrotter's Guide to Weird Science, Globetrotters Guide to Gothic Horror), and several free pdf add-ons. Triple Ace has jumped into a genre with many competitors, but gives a solid and well-presented take on these ideas. Anyone considering starting a Victoriana game ought to look here, knowing that TAG will continue to support and expand this line.

(2012, Steampunk/Victoriana) So here's another that's an edge case. In 2012 Xaos Publishing put out a demo packet for Mechanika, subtitled Empire of Blood and Steam. That same year they attempted a Kickstarter which didn't reach their goals. However they seem to be still pressing forward with the product line and have an ambitious list of additional products on their website. It feels a little like a "heartbreaker" steampunk game, given the roughness and typos of the demo pack and claim to a "next Gen. system" (sic).

The premise is interesting, and I assume the core book would follow through with this. Players take the role of agents of the Icarus Detective Agency. The world is a fantastic alternate history, where the dark fae of old ages existed but were put down. Beyond that, the setting seems to be a mix of public magic and some weird tech- neither particularly well explained in the demo packet. It obviously can't offer too much, but a page or two really laying out the world would be great. As it is, I can't tell what elements are open or hidden in the world, what the backstory is at all, and what the compelling difference is between this and other fantastic Victoriana rpgs.

(2012, Steampunk-esque) OK, so my first reaction was, "Oh, god another d20 steampunk fantasy setting." And then I saw the illustration on page 4 which is a tech riff on the cover of the AD&D Player's Handbook. Radiance offers a complete game which means it is complete, but also has a good deal of the core book given over to mechanics and rules. The weird thing about the book is sold as "A Complete Roleplaying Game in the Age of Electrotech" and "lets you focus on a fantastia of the late-19th century." But there's almost no specific setting background on offer. The introduction offers little sense of that tehc and what it actually means. In fact there's a feeling that the books a kitchen-sink d20 sourcebook. A page of different campaign themes at the beginning,from Classic Myth to Tolkien to Steampunk, reinforces that sense.

So what is "steampunk" about this? Well it has lots of bits thrown in amongst everything else- often with little explanations. Warmechs exist as one of the twenty-four playable races. Artificers and Gunslingers appear alongside Barbarians and Monks as classes. Steamgear and electrotech appear in the equipment, with little sense of their context. Void ships, moon rockets, and the like are lumped in with all of the classic fantasy bits...again with little discussion or explanation of where these fit. It feels like an attempt to capture everything possible, which results in more a laundry list than a coherent game. Still there are a few interesting ideas here and the illustrations are pretty awesome. As of this writing, the Radiance Players Guide is available for free from RPGNow. If you're at all interested in the genre, you should pick up a copy of this 286-page rulebook.

(2012, Victoriana/Steampunk) Stars of Empire takes a new approach to the concept of star-faring Victorian Empires (seen in Space 1889 and Full Light, Full Steam). in previous lists, I've been bothered by games set in the future which keep Victorian trappings (Etherscope, Unhallowed Metropolis). SoE instead has the developments which lead to interplanetary travel occurring about 150 years earlier. That leads to an alternate history version of 1892 with these colonial powers beyond the earth but still at each other's throats. It does an excellent job of keeping the feel of the late 19th century while at the same time building the logical changes required of this kind of world.

The additional shift comes from the breakout of The Hive, an extra-planetary organism threatening humanity's existence. That larger conflict ties this game into a larger set of steampunk concepts and publications from Aerolyth Enterprises. Called "Hive Queen & Country," it includes The Hive and the Flame miniatures rules, the Flying Machines of the World Sourcebook, and The World Beneath the Clouds: Steampunk RPG Venus Sourcebook. This last item is just wrapping up a successful Kickstarter. The Stars of Empire core book is a complete system. It uses a homebrew system, called Hacktastic, based on d20 resolution.

9. Tephra
(2012, Steampunk) Another Kickstarted rpg that handily smashed past its modest goals. It offers a fantasy world which has been affected by increasing technology. It has many of the classic steampunk elements: swashbuckling, sky pirates, and clanking robots, but it also offers bio-mutations and other forms of weird science. The setting offers several races- classic Elves, Gnomes, and Humans- but also Satyrs, oceanic Ayodin, and angelic Farishtaa. The world and background is fairly well-developed and rich. The core book is complete, offering their own "Clockwork" system which uses a single d12 for resolution. They have a forthcoming adversary book, as well as several pdfs available.

(2012, Victoriana) I'll admit I was skeptical when I heard about this. Changeling the Lost remains one of my favorite settings- I like the tension of existence and the hints of PTSD in the game background. I feared that moving the concepts back to the Victorian era would obscure things- double mumbo-jumbo. However the book's interesting and makes a solid case for running CtL in these times. I've seen a couple of Victorian Lost campaigns and enjoy the elements of the fantastic they bring to the table. You can see my full review of the supplement here.

(2012, Steampunk-esque) Technically, this actually ought to appear on an earlier list. But 2012 saw a revised and expanded version of this fantasy steampunk city for Pathfinder. This comes from the Midgard setting, though the supplement can apparently be adapted to other fantasy settings. I love a well-crafted city and Zobeck stands in the tradition of the best of them: Lankhmar, Sanctuary, Umbar, Waterdeep, Kaiin. The setting itself is high fantasy, lightly dusted with steampunk elements: schools of clockwork magic, the Kobold Ghetto, gritty tools, and the Gearforged. This setting has been expanded by several supplements Streets of Zobeck, Alleys of Zobeck, and Tales of Zobeck, but the larger elements can be found in the Midgard Campaign Setting.

History of Steampunk & Victoriana RPGs (Part Three 2004-2006)
History of Steampunk & Victoriana RPGs (Part Four 2007-2008)
History of Steampunk & Victoriana RPGs (Part Five 2009)

Monday, June 10, 2013

Changeling Lost Vegas: Session Sixteen: Transversale

The video for Session Sixteen:
This Episode:
The Motley decided to hunt down Cantorian Wolf’s apartment, rumored to be an extended stay motel near the airport. After some streetwise checks, they managed to track it down. They arrived and after a quick check they broke in. They noted several things- primarily the sense that the apartment had already been tossed by someone with OCD. The garbage cans had been dumped out but then everything had been smoothed and stacked next to them. The drawers had been removed, and the items neatly folded and placed on the floor. Whoever had stayed in the apartment had been messy, but their pursuers had been neat.

Despite that, the group discovered several pieces of evidence. One, photos, map, and sketches of the Spring Court’s holdings and rooms. The sketches were of the photos- clearly a visualization exercise. It suggested someone on the inside of the Court had been helping Cantorian Wolf. Two, IVs and other sustaining equipment used by long-term dreamers. That jibed with their knowledge of Wolf’s skills. Three, traces of magical backlash and curse twisting in the bathroom- something they suspected from what they knew of the e-Razor. Four, the smell of gun oil which they associated with Three Iron Sour, a gun-elemental they believed had assisted Wolf with his theft from the Spring Prince, Beckoncall. Five, wood shavings- which suggested the elemental Carpenter Husk had visited in the last few days. But they found no solid evidence of Wolf’s location.

Most strikingly, under the bed they found a small toy safe, made of hazy, dreamlike material. John reached his hand into the strange box which seemed to already have been opened and emptied. However in the back of it, he uncovered an inter-office envelope. Inside he found yet another tarot card and note. The note had the same handwriting as the first one they’d discovered. The card was more ominous- The Chariot. In the background of the collage image they could make out a picture of Morosoa Scorned, one of their own motley.

The group headed down and out- with Andi making a brief detour to overwhelm the night clerk and get him to hand off Cantorian Wolf’s mail to her. The found a couple of fraud credit cards which they pocketed. As they made to leave, they noticed an unmarked van across the parking lot. It had been there when they’d arrived and seemed to be watching the place. After some discussion they decided to head on and see what it did. As the group pulled out, the watch-van gunned the engine and drove full speed, catching the rear end of their vehicle and pinning them against a barrier wall. Men in suits leaped out of the van at them.

Kah let loose with his lightning knife, catching a couple of them before being hauled out of the passenger side window. John leapt out of the back, screaming to draw attention. Andi followed, tired iron in hand. Two guys rolled out and John dropped back to the shadows to make his away around to the back. Morosa pulled herself out, and rolled across the top of the van. She grabbed one of the six from above and flung him into the distance. Andi engaged with the bad guys at the back- using her skills to increase her defenses as they opened up with gunfire. By this point the group realized their opponents weren’t human- but weirdly animated pseudo-flesh suits filled with stuffing. John reached the back of the enemy van and communed with it to gain a vision. He saw a strange mechanical figure animated six of these figures and send them off to find Cantorian Wolf. John had the sense the animator had been hired by someone.


The motley, despite taking some damage, managed to dispatch their attackers- rending limbs, setting some on fire, and generally causing a commotion. With the situation in hand they took off in their own damaged van and the one their attackers had come on. They headed back to their retreat where they searched the van. There they found notes which included the address for Three Iron Sour, indicating he was next on the “Made Men’s” hit list. 

Friday, June 7, 2013

The Tarot of Changeling Lost Vegas

TURN OF AN UNFRIENDLY CARD
Throughout the current Changeling Lost Vegas campaign, the motley has discovered a series of strange collage tarot cards and associated notes. They've found three so far- with two in one hand-writing and one in another. They've figured out that the one on blue paper is significantly older than the others. The more recent ones may be from only a year before their arrival. The notes also suggest a danger in telling anyone about the cards. They're an ongoing thread hinting at larger mysteries. You can see the playlist for videos of the games here, plus I have some write ups of the sessions tagged Changeling if you hunt around. 

JUSTICE
The first card and note they found among the gear left behind by their mysterious rescuer, Regardless. The original card comes from here

You can see the full note and card here

EIGHT OF SWORDS
The second card and note they discovered in the strange glass Hollow beneath the forgotten health center they investigated. This card comes from a Russian-style tarot set.

You can see the full note and card here

THE CHARIOT
Found in a dream-safe, stolen by Cantorian Wolf from the Spring Prince, Beckoncall. This card comes from the Vertigo tarot. Notably, the card features an image of one of the PCs, Morosa Scorned.

You can see the full note and card here

Wednesday, June 5, 2013

History of Steampunk & Victoriana RPGs (Part Seven 2011)

ROLL LIBRARY USE
I’ve been running a fantasy setting with steampunk elements for about six years now; the previous campaign in that setting lasted four. I’ve also run and played in a handful of other Victoriana and steampunk games. I’ll admit that probably love the historical bits and references more than most of my players. I enjoy reworking rw facts and details for the campaigns. Lifting makes the world feel richer with minimal effort on my part. But I love reading history books and campaign building gives me an excuse to do that. Most modern Victoriana RPGs provide a bibliography of some kind- many extensive and overwhelming. Here are the five books I’ve returned to when working on Victorian-style games.
  • Encyclopedia of Fantastic Victoriana: Jess Nevins gives us the roots of steampunk, pulp adventure, fantasy, and modern sci-fi. A great sourcebook for characters, stories, and ideas. Filled with tons of weird concepts. Also worth reading are his annotations of the League of Extraordinary Gentlemen comics.
  • The Making of Victorian Values: This book considers the attitudes and philosophies of the English of the era. More importantly, it shows how they developed and came about. That’s important for getting inside the heads of NPCs and characters. I’ve gone back to this book again and again.
  • What Jane Austen Ate and Charles Dickens Knew: There’s a reason this appears on just about every list of references. It offers a fun and easy to read collection of details on life in the era. Probably the first book any GM should read before tackling a Victorian game.
  • Victorian London: The Life of a City 1840-1870: Author Liza Picard has a formula and it works for her. She gives a thorough presentation of city life in the period. If you want a resource to pull details from, this is it. There are other “everyday life” books, but this remains one of the easiest to find and work through.
  • The Birth of the Modern: Sets up the origins of the Victorian era and shows how later events spun out of crucial developments in this period. A solid and fun read- worth picking up anywhere just to browse through. Makes a case for running a game in the often neglected earlier part of Victoria’s reign. Paul Johnson has a political philosophy which some object to and feel comes through too strongly in some of his later work. I didn’t really feel that in this volume.

Sidebar: I should also mention the current Kickstarter for The Ministry Initiative, a steampunk RPG based on The Ministry of Peculiar Occurrences. I haven’t read the books, so I’m not as interested in the fiction portion of the Kickstarter- but I do want to see the actual rpg. I’ve backed the project. If you like steampunk, you can find a lot to love in the various backer levels.

THE CASE OF THE MISSING GAME
You can find an explanation of my arbitrary labels on the first list entry. I’ve focused on core game lines or supplements offering a significant shift or change to the setting. So if one module offers some steampunk bits, I’ve left it off the list. To keep the lists manageable, I don’t list exclusive self-published or free pdf rpgs (with some exceptions). Some not listed below include Steampunkfitters, Brave the Impossible, or Newsies & Bootblacks. I welcome discussions and suggestions as I work through these lists. I've arranged the items chronologically and then alphabetically within the year of publication. I break the time periods down arbitrarily, trying to keep the lists manageable.

History of Steampunk & Victoriana RPGs (Part Three 2004-2006)
History of Steampunk & Victoriana RPGs (Part Four 2007-2008)
History of Steampunk & Victoriana RPGs (Part Five 2009)

(2011, Steampunk) I have to admit I'd never heard of Abney Park before, but I was unsurprised that there's a Steampunk band. I was surprised that there would be an rpg based on their body of work, but stranger games have happened. The premise has the band transported back to 1906, where they cause a calamity to the timeline. They then arrive in 2150 to find a post-apocalyptic, steampunk, neo-Victorian world with dinosaurs. Like Etherscope and Unhallowed Metropolis it sustains the Victorian tropes into the far future. I haven't had a chance to look through the full book, but I trust Peter Cakebread & Ken Walton, who've done amazing things with Clockwork & Chivalry.

Instead of going with a variation on BRP, Airship Pirates uses a variation on Victoriana's mechanics, the Heresy Engine. This is an simplier, d6-based system. The game itself seems pitched to gamers hunting for a lighter system to do wacky steampunk-flavored adventuring. Imagine Gamma World meets Steampunk. The complete core book comes with an adventure, and Cakebread & Walton have also released an adventure for the system- Ruined Empires- and a setting sourcebook- Underneath the Lamplight. As wacky as this looks, it might actually be appealing to my ahistorical group.

(2011, Victoriana/Steampunk) A game set in an alternate reality with weird tech and magic. New substances define the tech. Hotaether offers an energetic steam, Slack a non-flammable light-than-air gas, Physicane a restorative, and so on. I like the definition of the tech through pseudo alchemical/scientific materials. The setting also offers magic of varying powers, called Arcanism and Lucid dreaming for explorations of the unconscious. The world itself still appears Victoriana, despite the set date of 1905. In this world, the strengthened British, with other allies, is set to embark on a conflict with Germany and its allies. The game system itself is custom- using a mix of d20 resolution and tarot cards. It is notable for being built as a hybrid tabletop and LARP game. That's a nice touch and makes it stand out from the crowd. There's a free quickstart adventure, Brass & Steel Quickstart, available for those want to check it out.

(2011, Steampunk-esque) “A Role Playing Game of Alchemical Fantasy.” I recently picked this up through the Tabletop Drop promotion. Carmine offers a stand-alone fantasy rpg system clearly inspired by d20. I've seen the setting mentioned elsewhere in steampunk round-ups and it comes in as a corner case. Subtitled "A role-playing game of alchemical fantasy," the game offers a little bit of magically based pseudo-tech. It has some lost developments, firearms, and ariships, but generally feels like a classic fantasy setting.

(2011, Steampunk) This actually dates to 2008 when it was a Runner Up for Most Innovative Game in the Indie RPG Awards. It had an electronic edition released in 2011, but that's no longer available from RPGNow. The site for the publisher, Amagi Games, appears to have vanished. The game takes place in the city of Tiran, with a more exotic world hinted at beyond. The city has machine men, called Cogs, and Mad Scientists, called Masterminds. The city's vast and varied, a wonderland of pulp adventure. Players fight against the forces of villainy as a Kid, Geezer, or Cog. The setting sounds fun and interesting- if you can find a copy. There's an excellent and incredibly thorough review of this on RPGNet.

(2011, Victoriana/Steampunk-esque) You'd be forgiven for mistaking Dark Harvest for the earlier game Rippers. Both have a Victorian-era setting, alt-history trappings, and the idea of grafted body parts as a key element. In DH those parts are what keeps the elite in power in an alternate Romania (called Promethea) ruled by Victor Frankenstein. The publisher's blurbs and materials focus on setting description (and the fact that the book includes an anthology of stories set there). The default campaign frame has the players acting as a resistance to Frankenstein's rule- internally or sponsored by foreign governments. That's a great concept. The timeline's interesting in that it sets itself in 1910, a little after classic Victorian era and just before the Pulp. The rules are also compatible with Victoriana (2nd Edition). An extensive supplement, Resistance, more fully details the struggle between the players and Frankenstein, both political and physical.

(2011, Steampunk) A setting supplement for QAGS (Quick-Ass Gaming System). It bears no connection to the movie of the same name. Instead it takes place in the early 1900's with various industrial barons teaming up to fight off weird-science threats. It reminds me more than a little of Matt Fraction's Five Fists of Science from 2006. I'm also a little weirded out with Edison as a heroic figure, given his treatment in other popular media like The Prestige and Atomic Robo. That's not even to mention Henry Ford's antisemitism. As I've mentioned before in connection with Victoriana gaming in general, when you start digging into the period you often ending up looking at some hidden (and not-so-hidden) awfulness.

(2011, Victoriana/Steampunk) A German-language rpg. The title seems to translate as Dark Country or Dark Land. The Google-translated publisher blurb states,

"The old Emperor is dead, the new young and inexperienced, the electors are greedy for power. The civil war has left the country Finster in a chaotic state. The common people cling to their old values, but also below the increasingly rapid technological development forward. The corset of social pressures threaten to shatter, while new forms of society come into fashion. Huge airships and the smoke of the factories darken the sky. Powerful mages, greedy politicians and secret conspirators - each faction trying to get the biggest piece of the pie. In the darkness awakens an ancient evil. This time needs heroes!

Play dramatic hussars or jaded veterans, brilliant detectives or cracked master thieves, mysterious mage or talented engineers, charming dilettante, dazzling robbers or bizarre Machinatoren! Create a character and let them enjoy an epic adventure! Dark Land is a newly published role-playing game for three players, and more. It takes place in a world that the Europe of the 19th and 20 Century is similar, but includes magic, monsters and revolutionary technologies."

The core book has two supplements- a magic and a technology sourcebook.

(2011, Steampunk-esque) A fantasy alternate history with magic, diverse races, and steampunk. Noggle Stones is based on a novel series currently celebrating its 10th Anniversary this year. It also has a board game, audiocast books, and a range of archery products. I have to admit I'd never, ever heard of this before. It has a lighter, almost anthropomorphic look to some of the art. The game itself is apparently equally light and intended for new players. It comes from some of the design team behind Ironclaw and Albedo. If you like cartoon-y rpgs, this might be one to pick up or at least check out the preview for.

(2011, Steampunk) Steamfunk's an interesting product with a great name. On the one hand it is designed to be used with Untold, a card-based rpg. But it is also offered as a mechanics-minimal setting for use with most rpg systems. Steamfunk takes place on another world, called Daedelus, where great Civilization Engines crafted centuries ago have begun to collapse. As these engines bicker, decay and collapse threatens the world. Yet individual brilliance and invention has begun to battle against that. The world itself is a close analogue for our own Victorian century despite the vastly different backstory (with its own Tesla and like figures). There's an odd mixture of terminology in the book where they use the term "Titan" to refer to great deceased figures and to the Civilization Engines. The book jumps around quite a bit, making it hard to follow. Despite that the idea of a steampunk world buckling under technological breakdown, smog, and pollution has an appeal and could be easily adapted elsewhere.

However one thing about this supplement bugs me. I love page layout and design- I desperately wish I was better at it. When I see a crafted page that mixes inventive ideas and clarity of presentation, it makes me smile. I'd point to much of Chris Huth's work, especially Night's Black Agents. Then there's the amateur or rough presentation of products I often see with pdf-only products from first time publishers. I can forgive those even as they make reading the books a chore rather than a delight. This book...holy cow. If you've read most modern rpg books, especially White Wolf products, you're familiar with page border graphic elements. These should be subtle and enhance the atmosphere; they shouldn't distract or close in the text. Steamfunk has dense intrusive border graphics which go in two inches from the top and bottom of each page, and an inch and a half from each side. The text is constrained to about a 5"x 6" area on the page, if I'm being generous. Honestly my first reaction was that they were trying to fill space.

(2011, Steampunk) An interesting product- offering a new game system tied to a generic sourcebook for running steampunk campaigns. It doesn't come with a specific setting, but rather notes and ideas building building a steampunk world from various elements. The Uber RPG system is clearly positioned as an engine to use in other games, though the publishers have kept their focus on this UR: Steampunk line. The system itself is relatively simple and d6 based. It includes rules for using it as a LARP System. The game has been expanded by several products: Urban Steampunk, a steampunk city guide; Uncharted Steampunk, a sourcebook for the wild places; Über LARP: Steampunk, a fully LARP version; Universal Airship Combat System; and Umbrage of the Automoton, an adventure. While I like rpg toolkits, I also like to see the kind of world-building which other gamers do. The price point on these products in pdf format is a little higher than other games- a consideration when I'm thinking about how to spend my steambucks. I'm also not taken with the cover art style which looks weirdly emo to me.

11. Verne
(2011, Victoriana/Steampunk) Verne's a steampunk setting for the EABA system that borrows elements from most of the great scientific romances to create a new world. I'm not as familiar with EABA as I ought to be. For a long time I'd assumed it was a direct successor to CORPS and like systems from BTRC. In the early days I associated that company with crunchy gun love and detail (based on the supplements GMs brought into other games). EABA's a generic game engine based on d6s. Verne is a detailed supplement, with plenty of additional rules for the system. While it offers something of a setting, suggesting how ether and strange tech might affect things, it is more a toolkit for building a Victoriana game with these weird science elements. There's a nice electronic character generator for it, as well as a collection of city maps for the period useful for anyone running in this genre.

(2011, Victoriana) In a somewhat refreshing changes from most games in this genre, Victoria offers a straight and historical take on the Victorian era. There's obviously fiction at play here, with references to Holmes and Dickens, but generally it offers a way to play out classic narratives in this world- specifically in England itself. Victoria's a complete and custom rpg, with fairly simple mechanics. More importantly it offers a rich and detailed look at Victorian Great Britain. The GM section provides a great summary of the events and people of the era. But other concepts- like clubs and city neighborhoods- also get excellent treatment. GMs wanting to run classic gaslight romances will find a good deal to like here. There's some small material on bringing the supernatural into the game (and a few words on 'Steam Punk') but it is generally historical. That makes it a little odd that the adventure at the back uses some weirdness that doesn't quite fit with the tone of the rest of the book. While I like the book overall, a few things bother me. The author has done a great job of making things feel authentic. The choices of classic art fit and look great here- where in other books they've looked slapdash. But the pseudo-authentic typography wears on me quickly. I have a hard time reading more than a couple of pages without gritting my teeth. YRMV.

(2011, Steampunk) A steampunk setting sourcebook for HERO 6th, in particular Star HERO 6e. It presents a full developed alternate history running from the mid-19th century through WW1. That history includes supernatural elements in addition to the technological changes. Despite an unsuccessful IndieGoGo campaign, BlackWyrm published The Widening Gyre. I've enjoyed a number of their other setting sourcebooks, especially The Algernon Files series. Beyond the setting, The Widening Gyre offers a rich steampunk sourcebook for anyone wanting to use HERO to run a campaign like this. Since we're never going to see a Steampunk HERO, this serves as a worthy option.

(2011, Steampunk-esque) An adventure path and campaign setting for Pathfinder and D&D 4e. Subtitled "The Gears of Revolution." It presents a world torn between the old magical powers of the Unseen Court and the new industrial centers of steel and slums. Players take the role of agents in the Homeland Constabulary of the nation of Risur. They battle conspiracies at home and abroad even as the mysteries deepen. I love the threat suggested by dark old powers beyond the walls and new monstrous dangers arising from the nature of the new cities. It looks to be a well-developed steampunk fantasy world, rather than one of drop-ins and mish-mashes. It comes from the developers of the well-regarded War of the Burning Sky series.

History of Steampunk & Victoriana RPGs (Part Three 2004-2006)
History of Steampunk & Victoriana RPGs (Part Four 2007-2008)
History of Steampunk & Victoriana RPGs (Part Five 2009)
History of Steampunk & Victoriana RPGs (Part Six 2010)
History of Steampunk & Victoriana RPGs (Part Seven 2011)

Monday, June 3, 2013

Steal These Worlds: "Campaigns I'd Like to Run" RPG Blog Carnival Wrap-Up

"OK, YOU'RE ON A BEACH"
Today wraps up the RPG Blog Carnival for May, “Campaigns I’d Like to Run.” That concepts represents heaven and hell for a GM. On the one hand, there’s the pleasure of coming up with campaign ideas and then hammering them out- figuring out what they need and what you need to do to get them to work. On the other, they’re a distraction when you are running a game. Yes, this campaign’s running smoothly and players are having fun…but you have an even better idea. Dangerous!

I’ve saw some great ideas posted last month, so below I present a list of those. I hope I’ve caught all of them- if not, please send me an email or leave a comment and I’ll get those added. The new RPG Blog Carnival for June has the topic “Favorite NPCs” and hosted by Arcane Game Lore. For more information on the Carnival, see hereAt risk of being a bad host, I’ll begin with a round-up of my entries. I generally ordered these as they appeared in the comment thread.

Age of Ravens offered five posts. The kick-off post for the carnival and Destroy All Monsters, a steampunk fantasy kaiju vs. mecha setting. The Years of Mithril and Lembas, a fantasy setting in the wake of a massive plague. Ocean City Interface, a reworking of a previous campaign frame which incorporates many other campaign seeds. Seven Settings, a look at publishing settings worth running in. 23 Campaign Concepts, a catch-all list of ideas crossings genres and types.

Sycarion Diversions gave us The Eye of the Needle, a riff on Spelljammer with a novel backstory and set-up. 

Games I’ll Never Play is a blog dedicated to the campaign ideas. He offered several distinct and interesting worlds to play in. Tanien, which plays around with the backstory for the races.  The Great School of Magic, a Glantri frame. Landfall, a magic/tech hybrid concept. 

Greyhawk Grognard gives us My Dream Campaign. He offers an interesting take. Rather than ideas about details, he considers how to change up the scope of the game. How might Greyhawk be used to offer a grander and more wide-ranging campaign? Great stuff here for those thinking about new ways to approach an established setting. 

The Bleeding Scroll pitches Werewolf & Vampire Academy, Now on ABC... . I love school campaigns- especially with the rising tide of strangeness presented here. 

Game Knight Reviews (or the Gassy Gnoll if you want to get specific) gives us A Summer Campaign. He works through a number of concepts- showing some of the process of wrestling with these ideas. 

Derek at Harvester gives a couple of sharp and solid campaigns. Mage: Technocracy Risen takes the Mage Ascension War to a kind of logical conclusion, creating a post-crash sci-fi heavy vibe. I like how he’s fused a number of sources and inspirations to create something striking and new. His Night's Black Agents post breaks down what he likes about the setting. He has a frighteningly detailed vision on offer here. I suspect he’s been thinking about this for a while. 

Aggregate Cognizance gives us a great spin on an often neglected sci-fi setting, Blue Planet. Last Resort Poseidon offers a narrow and compelling frame. It brings the key issues into focus while offering the players difficult decisions. 

Doctor Checkmate Returns gives The Short, Short Version, a collection of ideas and concepts- demonstrating the push and pull GMs feel about campaign seeds and systems. 

The DM from Outremer in Campaigns I’d Like to Run gives three striking campaign ideas. The first, a steampunk and supernatural game set in an alternate WW1 made my jaw drop. Brief but dense concepts which deserve an extended write-up. 

Kaijuville steals my idea preemptively and does it better than me with Fight the Future, an X-Com/STALKER mash-up. 

Exchange of Realities offers Campaigns I Want To…Err… a meditation on the ‘style’ of gaming which attracts different GMs. 

The Armchair Gamer gives us several excellent and detailed posts this month. Mystara Mash-Up considers a touring/travel campaign in the classic setting. He brings together a massive list of his previous work on the topic. A must-read for any Mystara fan.  In “Give Chance to Others” he considers several niche campaigns that deserve a shot.  A Quick Look at Kitchen Sink settings offers three campaign frames that embrace everything

Tower of the Archmage with Campaigns I'd Like to Run faces the tough choice of figuring out what to run and explicates the fate facing all GMs brainstorming “…on any given the day, the list changes.”

Arcane Game Lore (host of the June Carnival) gives us Power Play, a well-developed mini-campaign of competing teams racing to secure an alien artifact on a deadly world. 

The ever-excellent Shorty Monster tackles Campaigns I’d Like to Run and ends up wrestling with the breakdown between the kind of game he wants to run and the limits of time. 

Lunar Shadow hits three targets with Torg, Demon Hunters and Corporation. I like the way these are pitched tightly. 

The Other Side blog (from Timothy Brannan, designer of Ghosts of Albion and other excellent products) offers four campaign pitches in Campaign’s I’d Like to Run. I’ll be stealing some of these… 

Dispatches from Kickassistan puts us In the Shadow of the Black Giant. The rumblings of a volcano signal the rise of chaos in this darkly-tinged D&D setting. 

Roleplay-Geek shows off The Lands of Dual, complete with an interactive map. 

Graphs, Paper, and Games is actually running his dream game, but his Campaigns I'd Like to Run post offers two more that appeal. 

Harbinger of Doom brings us The Demon Dreams, a novel take on the idea of a dream-based campaign. I especially like the idea of building it around the Dreamblade minis. 

Age of Ruins brings together Dark Sun and Dungeon Crawl Classics in Blistered Skin Beneath a Blood-Red Sky

Kobold Enterprise traps us in a puzzle-dungeon campaign with Dear Friday night group GTFO

Uncle Bear (on Asparagus Jumpsuit) drills down and considers the problem of the rpg vs. other games- the difficulty of just sampling. As well in Campaigns I’d Like to Run he offers two campaigns along with work that needs to be done to make them work. 

Blessings of the Dice Gods offers a really interesting approach with First Time Blog Carnival Participation! Jeff looks at several dimensions of the question and addresses the individually. 

Impossible Boulder gives us a new take on the oft-forgotten Al-Qadim setting from TSR with Djinni Unchained. I love, love the hook on offer here- really excellent and worth lifting!