Kickstarter Sigmata RPG p2

This follows on from Kickstarter Sigmata RPG.

I am currently playing about with campaign ideas for this game, as well as future ideas merging with other games. Chad’s previous game Cryptomancer included a suggestion about a mechanical bolt on approach for other games, hence my thinking along this line for Sigmata. If you’ve not checked out the Sigmata Kickstarter page yet, here is a quick overview. The game is linking together serious and silly ideas, drawing upon numerous political ideas, people movements like the Arab Spring, as well as 80s pop culture. Major influences include things like Synthwave, plus films like Akira along with Saturday morning cartoons like Transformers and G.I. Joe.

Sigmata is an RPG in the Cyberpunk genre of games, joining the likes of famous RPGs like Shadowrun and Cyberpunk. For a few people defining Cyberpunk is an almost religious process. My simple take on the subject is that Cyberpunk is a broad encapsulating term that includes all sorts of products; I agree with the following genre overview:

Cyberpunk is a subgenre of science fiction in a futuristic setting that tends to focus on “a combination of low life and high tech” [1] featuring advanced technological and scientific achievements, such as artificial intelligence and cybernetics, juxtaposed with a degree of breakdown or radical change in the social order.[2]

Sigmata allows players to play as Cybernetic badasses, who have access to diverse and interesting capabilities. Players (receivers) receive their powers via hearing signals, which are broadcast via radio towers. When the players have access to a very strong signal they are akin to superheroes in power level. The game includes a campaign tracking system, which in particular intrigues me.

I plan on running Sigmata by itself first, so I can get a good appreciation for the game and the practical experience of the rules. Additionally the Sigmata Kickstarter already has many goals unlocked, which includes alternate time periods to play in. This alone should keep the majority of gamers engaged for years to come. Lots of game options at launch, most impressive.

Merging with other RPGs

Whilst Sigmata is much more than just resistance tracking and signal towers giving powers, but these two ideas in particular are what I am very keen on exploring in other games. Following on from my previous post and my habit of mentioning RPG mental tool kit/belt, I’ll provide a list of ideas, like I wrote for my Changeling Kickstarter blog.

I love the idea of adding the Signal to a fantasy game, whether a high fantasy setting like D&D’s: Forgotten Realms, Ravenloft, Planescape, etc., or a grim-dark setting like Warhammer. Part of my thinking is that Sigmata could provide Avatar-like potential, as well as an extra level of campaign goals, but with mechanics of how to track such things. Whilst I have run very politically and rebellion focused campaigns in D&D previously, it was a long-time ago, and I didn’t make any mechanics for tracking resistance movements.

Consider how many fantasy settings have tyrannical rulers, but not just mortal monarchs, but also Magocracy or Theocracy, etc. Many magical settings include abilities empowering communication, speed of travel, as well as divination, all of which would really mix things up. However, what if magic cannot be trusted, and the party has to travel to hand deliver importance evidence, trying to avoid a scrying government, relying more on individual power, charm and guile. In a world of rare powerful magic the Signal could provide the party a much needed edge. Whether playing Rokugan with the Legend of the 5 Rings system, or the D20 system, there is interesting potential for Sigmata crossover.


Cthulhu mythos could take the Sigmata into dimensional territory, as well as paranoia and insanity. Imagine a game with cults having infiltrated tyrannical governments, so not only do the players need to resist things, but the fate of the world is at stake. Players (receivers) wondering where the signal comes from, and whether their newfound power cost something like sanity, or worse!


The World of Darkness is a game setting has all sorts of potential. The Signal could be related to any one of the existing supernatural groups, or something new. A Changeling campaign based in the Dreaming could have tyrannical Sidhe ruling commoners with an ‘iron’ fist, maybe the Signal allows a commoner to overcome the increased power of their innate nobility that Sidhe have in the Dreaming. A Werewolf game could have Garou being empowered by the Signal, which could be a new techno-spirit, providing new tools in the fight against the Wyrm. The same applies to a Mage centric game, but the metaphysical debates and paranoia regarding the Signal would be what I would want to focus on. An interesting twist to the Jyhad, such as Anarch vampires fighting Camarilla Elders, or Hunters avoiding Kindred. This could also work with the Chronicle of Darkness games.


Although the Trinity Continuum is about to be relaunched in the near future, the Trinity, Aberrant, Adventure settings of old included a powerful signal altering people. I am currently running Trinity and will be for a while yet, so I may start including things.


GURPS Riverworld, this setting is based upon a great sci-fi novel, which has its own sort of towers and effects on the world. I will avoid spoilers here; I guess most of those that have read it will appreciate where I am going with my thoughts. For me the wonderful GURPS reference books epitomise the RPG mental tool kit, so there is easily infinite scope regarding Sigmata ideas added into the GURPS system.


Shadowrun or R. Talsorian’s Cyberpunk games should be quite easy to merge with Sigmata due to the genre closeness and the typical adversarial nature of Corporations. Since powerful cybernetics already exist in these games, imagine if they were further empowered, which radically alters things. The magic in Shadowrun could also be enhanced, maybe in a way like with the D&D ideas I mention above.


I hope I’ve convinced you to at least check out the Kickstarter page for more information. Join in and #RepeatTheSignal.

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Kickstarter – Changeling: The Lost

At the time of posting the Kickstarter for the role-playing game Changeling: The Lost 2nd edition has just 14 hours to go. This is a project that I strongly recommend to get involved with, especially now so many stretch goals have been unlocked.

The game is part of the Chronicles of Darkness, from Onyx Path Publishing (previously staff from the old White Wolf company). Changeling: The Lost is a deep and fascinating game, taking the classic World of Darkness’s Changeling: The Dreaming and substantially changing it; this was achieved by ramping up the bleakness, adding more than a sprinkle of bizarre Lovecraftian torment, all leading to memory and identity issues. The Lost is closer to the mythological Changelings: a human child being stolen by fairies and replaced with a duplicate.

For anyone that does not know the previous edition, or for those that are familiar but undecided, I would strongly recommend at least reading the Kickstarter page. If you still not sure then I will try to provide you with an extra reason: I have mentioned in my previous blogs the concept of maximising our ‘role-playing mental toolkit’. Even if we never play a game, simply reading the setting and rules can provide incredible inspiration, as well as game fusion potential. Like the GURPS gaming line, many of the World of Darkness and Chronicle of Darkness books can provide very diverse and well-presented information. I very much consider all of the Changeling games to be worth buying because of the interesting themes and differences to most other role-playing games. For just $10 a backer can get most of the Changeling: The Lost 1st books in PDF format, which alone is a bargain.

Changeling

My Campaign Ideas

Before I run any role-playing games with my group we have a discussion about the sort of ideas and characters they’d like to explore. Given how much gaming we have all done they are often happy with the answer of “Surprise us.” I have been playing around with ideas for Changeling: The Lost campaign for quite a while, and I eagerly await the 2nd edition’s release. I have a few different campaign ideas for the players to vote on; since role-players have no problems coming up straightforward ideas, here are some more quirky ones:

Taking the inspiration from the film Contact (1997). The idea being that a team uses a new device to contact aliens, but it is the Gentry. When they finally escape it would be like the ending of contact, but the PCs know that they shared an experience.

Drawing upon the book Roadside Picnic, or the Stalker game series, a strange zone where the laws of physics seem to be broken. The twist for Changeling could be a seemingly ordinary group of friends come across a strange zone that does not break the laws of physics, but that of consciousness.

A game focusing on escaping The Village, but in the style of Patrick McGoohan’s The Prisoner TV series. This series’ obsession with questions and information gave the lead character and the show overall a strong identity. Adding the surreal elements helped to add the psychological disturbance.

The PCs are at a games Convention participating in a Cthulhu LARP, unaware that they are drawing attention from the True Fae (Gentry), or maybe they previously had and are about to remember.

“Hey, look, a Dungeons & Dragons ride!” Whether running a game taking inspiration from the cartoon series, a convention LARP, or the Gentry running their RPG. This doesn’t have to be run as zany and there is a lot of richness in D&D to draw upon.

Taking inspiration from the film Melancholia (2011), a beautiful psychological sci-fi that is a bit of a flawed gem. This is an extremely slow film that takes some dysfunctional moments between friends and family and becomes a realistic portrayal of depression, and then it oddly adds what amounts to a supernatural element.

Predator & Prey: pitching the players a cross between the movie Predator and The Running Man; maybe Alien or going full AvP craziness. Why am I writing Sci-Fi pitches? Well the party alternate between the roles of predators and prey, keeping one of the Gentry entertained as they try to figure out how to escape. In one scenario they are heavily armed hunters, in the next they are running away a lot, and in some they are both.

Cthulhu Fae: running the game in the style of one of the many Cthulhu games. The lower the PCs sanity the more the real world is revealed to them.

If I’ve not convinced you yet, consider that my ramblings are not doing the game justice, and check out the Kickstarter page anyway.

Disclaimer: Artwork is copyright 2017 Onyx Path Publishing http://www.theonyxpath.com

PBM Thanks & Secret Rage

A while ago when I was mostly bedridden several of my friends would skype with me. It really helped to have some extra communication, and thankfully with a wireless headset it meant I could rest in bed. One of my long-time friends is Richie; he’s self-employed working from home, and has a young child, so he’s ludicrously busy, yet he still allocated time for me.

In addition to saying thank you to Richie for his support, I have tried to offer small gifts to show my appreciation. Richie and I first role-played together well over twenty years ago. Due to his busy life he’s not able to game regularly, so I thought a Play By Mail (PBM) game would do us both good, neatly sliding in to his hectic life schedule, at whatever pace he could manage. I wrote an introductory series to PBM here.

Roughly a year ago we discussed playing old White Wolf’s Aberrant game, since Richie’s a fan of comics, but he’d not played that setting yet. Aberrant has a rich Supers setting with mature themes, and lots of world changing powers to explore. Sadly this game never quite got going due to how busy Richie always is, and since I was still struggling with my health I didn’t push the subject. I have managed to offer a few other things as thanks, for example I made this small thing a while ago when he was ill:

BatJanoSandman

More recently I returned to the idea of offering a better present by running a PBM game. As we are both writers I considered proposing a classic style Dungeons & Dragons game emphasising the Hero’s Journey arc. Although this may feel a bit too cliché to many role-players, I think it is worth keeping in mind that there is so much you can do with good old D&D, there are so many settings and styles of gameplay. I also considered a Cthulhu game, given the single player nature of this game maybe doing something along the lines of Groundhog Cthulhu: Live, Go Insane, Die, Repeat. Or maybe going a bit over the top and running a GURPS Infinite Worlds game. I went through lists of other RPGs, even games that I’d not tried out yet. Eventually I settled on a game that I thought was the most likely to get Richie to bite, so I suggested the Gift of Werewolf.

We both adore Werewolf: The Apocalypse; well we adore all of the classic World of Darkness (cWoD). Despite how much we played Werewolf, we still want to play more, both feeling the genius game was overlooked by many gamers, and those who did take an interest in the World of Darkness games typically favoured Vampire. Over the years when I’ve been asked to pick to my favourite cWoD game I’ve always picked the World of Darkness as a cohesive whole, since that was how I always ran the setting. So my friend knows that when I suggested Werewolf, I really meant the cWoD with the primary focus being Werewolf.

After some chats I made a list of ideas for the Werewolf PBM for us to discuss further, and things quickly developed; typically I wanted to do something more and a bit different than my previous games. The initial premise was Richie playing a lone Garou, however, role-playing a lone Garou is a bit depressing; they are primarily pack animals after all. So I proposed a game spanning eons, we could use Past Lives to allow for story that covered such a time period, a chance to explore a powerful historical and social background of the Garou, and it could be about preventing the Apocalypse. The new White Wolf Publishing company are working on a new World of Darkness, one that roughly continues from the classic, without the Apocalypse/Gehenna/Ascension ending. Whilst we are waiting for those products I considered this to be an intriguing idea.

Over the course of a few weeks I played about with the premise and kept coming back to wanting to do something more like my Vampire Methuselah and Elder PBM campaigns. Meanwhile Richie wrote a cool short story, things were a go. I then had a more intriguing campaign idea, one that would take the Past Lives plan to an even bigger level, and take the game in a radically different direction. It didn’t involve abandoning what we’d initially set out to do, and Richie’s story would tie-in.

Next time I’ll go in to more detail about my Secret Rage.

You can check out some of Richie’s great designs at http://www.richiedigital.co.uk/

#RPGaDay 14

If you are not familiar with #RPGaDay, then please read this page first. For the 14th day of #RPGaDay the question is:

Which RPG do you prefer for open-ended campaign play?

My tweeted answer is: #RPGaDay 14 #RPG try games with lineages #Pendragon #L5R #Birthright #DnD, adapt any game #Vampire #Cyberpunk etc

I give some examples below that I hope will help inspire some role-players, but I’ll start by building upon the answers I gave for Day 8 and Day 9: “Any game can work, don’t feel restricted by setting or system. Use the opportunity…” Since there are so many games available, and many of them have sections written about different types of campaigns, any of them should make a great foundation for an open-ended campaign.

Going back to the early days of RPG, that default stance was that of an open-ended campaign, but this was certainly not a rule, and I am sure there were countless intentionally short games back in the 70s and 80s. Even in game like Call of Cthulhu, were the idea of the party surviving for very long was almost a joke, yet I still met gamers that played the same Cthulhu character for years in the same campaign. Given how many gamers there are, I quickly learned not to be surprised by odd stories; like everything else, RPGs have bell-curve outliers.

Batjutsu RPG dice scene

Pendragon, and its somewhat D&D equivalent of Birthright, practically sets out from the start that the players will build towards a long campaign that covers lifetimes. With this sort of time scale, things like marriage and children are not just important, they are brought to the front of game and character goals. I was introduced to Pendragon with “That campaign really gets going by your 3rd character.”

Given the lethality of Legend of the 5 Rings (L5R), it was no surprise to read a section in the first GM screen booklet about recommending to players about family connections to replace characters. Given the cultural gravitas of family in Rokugan, as well as a setting in which some characters are willing to kill themselves, a player being able to play one of their now dead character’s family, or fellow Clan members helps to take the sting out of death, and keep the campaign momentum. Even in the case of a Total Party Annihilation (TPA (TPK, TPW)) this method can work well.

A setting like the World of Darkness is one that could make for an ideal open-ended campaign, with its vast game options and history to draw upon. Playing an immortal creature, like a Vampire or Spirit, allows for sessions covering many different time periods, which could keep going. Back in the 90s I ran a multiplayer Vampire Methuselah PBM game, the plan being the players would play for years carefully moving against each other. Amusingly one player went to war quickly, and things were gloriously complicated. This led to a second game and longer game, WoD: Night City (I used Cyberpunk’s Night City sourcebook). It was overall great fun, and these games were part of the reason I got a job working at KJC Games.

I am currently running Secret Rage, another PBM game in the cWoD with an epic campaign length planned; the game begins at the dawn of time. I’ll be blogging about that after the #RPGaDay month, along with more on my RPG Game Types series.

I am a firm believer in buying and trying many different RPGs to make my mental tool belt more diverse. The more tools on the belt the better, as well as learning to recognise which RPG tool for which RPG, plus game/group needs.

Over the years this attitude has helped me more easily adapt rules between games, as well as ways of thinking about different ways to approach and run/play games. For a group that has not played games like those listed above, I am sure they could have a lot of fun incorporating ideas like those of Pendragon in to any game.

With things like Cyberpunk or Cthulhu, were lethality is both in the setting and the mechanics, you could consider using an organisation (Corporation/Secret Society) as the pool for the PCs. This approach would also work well for a Supers game, whether needed due to a more lethal style, or playing a Supers team over different eras, or following a Supers bloodline.

#RPGaDay 05

If you are not familiar with #RPGaDay, then please read this page first. For the 5th day of #RPGaDay the question is:

Which RPG cover best captures the spirit of the game?

There are so many amazing game covers I contemplated picking, I’ve listed ones I nearly choose below. Since this question has no correct answer, choosing one was quite difficult. I went with:

#RPGaDay 5 Usagi Yojimbo, also the only game I’ve bought simply due to the cover.

Batjutsu RPG IP Covers

Since any RPG using existing intellectual property (IP) brings with it a lot of sentiment, be it: Star Wars, Trek, D.C, Marvel, Middle Earth, Babylon 5, Street Fighter, etc., could be thought of as having a bonus to any dice roll to help capture what the spirit of a game would be; I’d go as far as claiming that it’s an automatic success. This is why I think it puts any RPG cover for such an IP in to a special category. This is not to diminish some of the amazing front covers for any RPG using a big IP setting; I’m just saying that for me I already have an opinion of what the spirit is.

I had no idea what Usagi Yojimbo was when I bought it, so I am ignoring the fact the game used an existing IP; also it’s clearly not as famous as the IPs mentioned above 😉 I vaguely recall thinking it might be a bit like TMNT, but it looked less zany, more serious. Also my first introduction to Greg Stolze, whose varied great work I’ve enjoyed many times over the years.

I almost choose the stunning artwork used for Tales from the Loop. So many are saying it really captures the spirit of the game, but I have not played it yet so I thought in inappropriate to pick. Whilst the game is partly inspired by Stranger Things, but it does not use the title, so I think it is fair to not treat like the big IPs like Star Wars.

Tales from the Loop

Minimalist Front Cover Shout-Outs

It’s hard make a front cover whilst keeping details to a minimum. It makes sense to make epic fantasy/sci-fi pictures for an RPG, since the fan base is usually the sort of people that will plaster their walls with pictures of dragons and spaceships. So it is understandable that the majority of RPGs use an epic scene for their front cover, especially given how important drama is for any RPG.

Two games that deviate from this norm, that I also think use the front cover to capture the spirit of their game are:

  • Traveller’s text on a black background somehow works; maybe because it is a gripping short story, atop the black which represents deep space and vulnerability?
  • Code and Dagger (Cryptomancer) does a great job of encapsulating that game.

CodeDagger

Other Shout-Outs

There are so many other front covers that I nearly choose: Cyberpunk 2020, Warhammer 1st Ed, Shadowrun, L5R, Deadlands. Of special note to me is Aberrant, there is a lot going on in the picture that captures the drama of the setting, without it being too busy.

Batjutsu RPG covers

aberrant

Like many others I have spent too much time on pinterest if you’d like to look at more RPG artwork: https://www.pinterest.co.uk/batjutsu/

My Curious Cthulhu Visits

Several weeks ago I was abruptly awoken, but not due to my normal constant pain interrupting my sleep, but due to an abnormal feeling. I was quite surprised to see upon the ceiling a multitude of writhing tentacles. As my brain struggled to comprehend what I was perceiving, and my heart-rate raced, the tentacles slowly retreated back to what I eventually determined to be a porthole. Whilst I motionlessly observed things, I became aware of a single bizarre eye that was staring back at me, comprehending me in an alien way. For a moment I was gripped with terror, surprised by the insanity of the vista before me. I knew I was most clearly awake, but for a split second I wondered if reality had changed, or I was somewhere else. Seconds later I saw a small tumbling gorilla hovering between myself and the now closing porthole. A calming thought reminded me of the psychology experiment of video of the basketball game and the person in the gorilla suit… Focus on the gorilla, not the eldritch horror! My feelings of dread subsided as the last tentacle finally closed the porthole, then the gorilla left.

Over the week I experienced more interrupted sleep. Nothing unusual there, but the regular eldritch visitations certainly were, as were the tumbling gorillas; I even had one night when I saw a 4by4 grid of them.

I attempted to try and write about my experiences, but my words felt inadequate, failing to capture the depth of the visitations. I was struck by how ludicrously clichéd the idea of a sleep deprived writer going crazy was, plus as I analysed my writings/ramblings my normal hypercritical opinion of my work screamed at me that I was writing poor fanfiction.

Although I have been suffering from sleep deprivation for a year, what had recently changed was I had been prescribed Amitriptyline due to its common side effect of causing drowsiness. My doctor thought that using Amitriptyline combined with the Remedeine (opiate) could help over-ride the pain interpreting my sleep. I did initially manage to get a few nights of basic uninterrupted sleep before returning to lacking sleep; this was slightly better than my last year’s pattern. Whilst I might have had a bit more sleep that week, I decided to stop taking the drug, since most of the sleep I was getting resulted in a horrifying moment of anxiety when I woke. With the drug out of my system the hallucinations no long occurred.

All in all a fascinating set of experiences, that one day might result in some interesting fiction, and most certainly aid me running role-playing sessions, but I’d rather not have had to go through the process. Sleep wise I have struggled on, I am currently attempting some new non-pill approaches to improving my sleep, and to continue to try do as little as possible so I can prioritise healing.

One possible positive take away is that it seems during the initial hallucination I was quickly able to appreciate my situation, and crucially calm my freaking out heart-rate and panicking thoughts. The later visions just felt like I had to wait for the visitations to wrap-up. A paranoid thought follows this, that my brain chemistry might have been badly affected by the drug, on top of the long-term sleep issues, somehow sowing the seeds for a future psychotic breakdown, because one never knows. Thankfully I’ve had no hallucinations since, which beats my paranoia back in to a sensible state.