#RPGaDay2018 Day18

#RPGaDay2018 Day18 Art that inspires your game

For day eighteen’s question I went into quite a deep dive, but I still managed to miss several things. I didn’t talk about movies, computer games, the art of gaming itself, writing, poetry, or the powerful access to imagery that the Internet provides; whether sites like Pinterest or character casting ideas from IMDb. Playing Cyberpunk 2013 and then 2020 helped highlight the importance of fashion to some characters, the settings tagline of Style over Substance helped emphasise this.

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I talk about maps and journeying in games multiple times in the video, but I’m not sure I did a good job of coherently summarising that my biggest source of art inspiration has always been maps. Lots of interesting post from the RPGaDay community, I link some of them below.

Mick Hand’s blog has a great list of art, and in particular cover art: https://igm4u.com/f/rpgaday2018-18

Nerdwriter1’s made a great video: “A look at the colorful history of sci-fi book covers”

IvanMike1968 particularly got my attention with this video:

Runeslinger giving an interesting overview.

Another interesting take on a question at Ede Sol Media channel:


Excellent UK costume designer Tom Roe runs WhiteStar Clothing.

The Wonderful writers, who are two of my favourites, are Ed McDonald and Gavin G Smith. I’ve posted reviews about their work on various sites, but I really should blog about them as well 😉

 

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#RPGaDay2018 Day16

Worse week than my current bad weeks, so I tried something experimental for today’s video. Gives me an idea for a puppet LARP, Avenue Q style. Struggled to maintain voice, need to work on that, and puppet skills obviously 😉

For my Mage Ascension investigation game, I’m working on phys-reps for the party’s detailed scans looking for reality deviant anomalies over a wide area. My plan is to use clear sheets with stickers on to indicate an anomaly, with each party member using their own specialist research methods bringing their sheets together to indicate differing levels of anomalies. They overlay their sheets on to a foldout map of the area. If all their scans are very successful then they will find just a few high level anomalies and can filter out the noise of lots of low level anomalies.

I have alternatively thought about using google maps and layers to achieve the same thing. Whilst it is easier, people typically prefer physically things they hold.

The D&D Muppet game that is referenced in the video is at mikemyler.com, inspired by Dan LuVisi’s artwork The Streets.

#RPGaDay2018 Day15

Describe a tricky RPG experience you enjoyed

Almost a brain-fog video today, but I think I managed to been coherent enough. I talk about anxiousness and the moment, LARP, Street Fighter and my Mage game; see #PieChartofIndecision below. I didn’t go with any thoughts about handling tricky experiences based around things like clashes of playing styles, system opinions or expectations. I’ve had a few tricky RPG encounters at Conventions in the Living D&D and Star Wars systems, thankfully those were rare. Not that those don’t count, but I went with experiences that were all positive, I think to better keep with the #RPGaDay focus, otherwise I might have descended into a confused rant about something negative; today has been a bad day! Keeping it positive, below is a bit more info about the L5R game event that I list.

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This story is when we were new to playing Legend of the Five Rings. The party were mostly Dragon Samurai, two had Kitsuki training so were odd in the setting. The group were Magistrates and as part of their travels came across a village with a murdered Samurai. Unless the guilty party was found the whole village was at stake. The Kitsuki trained individuals along with their Crab friend proceeded to investigate the murder of a Samurai. Meanwhile the cold-PC decided they did not approve of the methodology and found out who the murderer was using traditional methods.

Short-version: eventually both investigations uncover the truth, the murder was self-defence by the Chonin’s daughter who had been assaulted. The cold-PC is slightly ahead of the rest of the party, calls the village to hear the confession of the Chonin and immediately decapitates the Chonin; an innocent person. The rest of the party are quietly furious. During a drink break the others admit that they are a bit freaked out OCC, but appreciate Rokugan is different and complicated, but thankfully were loving the IC drama of it all.

A long IC awkward silence ensues, eventually the Kitsuki trained PC questions the cold-PC on their actions. The cold-PC is offended, but eventually gives in and explains that the Chonin was honourable, saved his daughter who would have been killed regardless of whether you believe her self-defence was warranted. The Chonin saved face for all, the Samurai’s family will not have their name tarnished, and the Chonin’s soul will gain from his honourable actions. Plus any parent sacrificing themselves for their child is understandable, and is worthy of respect. This way everyone won, whilst the Kitsuki’s methods would have revealed a truth, but would have undermined the Kami’s Order and Tradition. It was a wonderfully awkward session, both IC and OOC, and helped us all learn the tricky political and religious viewpoints about truth in the setting.

#RPGaDay2018 Day05

Favourite recurring NPC?

Following on from question 4, the most memorable NPC, I got thinking about the word recurring and that led me down a different direction, which inspired me to think about time. So this is the reason why I’ve added a few more NPC’s to my Pie Chart of Indecision, plus the reason I didn’t choose Samuel Haight for my answer.

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I nearly went with Wrinkle from Mage: The Ascension, a Paradox Spirit of Time. Wrinkle is generally very polite to individuals and tries to persuade them to think about doing magick in a different way, or to resolve a problem in a different way and maybe not to use magick. If the if the character (PC or NPC) keep pushing things, vulgar magic it’s been utilised and in particular if blotches keep happening, then eventually Wrinkle might remove the character from time itself, they never existed.

Wrinkle reminded me of a Warhammer Fantasy Role-Play campaign that ran in 1995. The party consisted of independent Chaos Champions, who weren’t allowed to kill each other so group cohesion was maintained. As things occurred in the game the characters who marked by the Chaos Gods, which could include Chaos Attributes (not always a good thing). One of most common on Chaos Attributes D1000 roll was beast face, and eventually most of the characters had this. One of the players ended up with goat face which ended up becoming their nickname: Goatface, when they rolled up beast face again they were allowed to choose a Chaos Attribute, making them quite powerful compared to the other PCs. Unfortunately the player went away to University, but just before they did they rolled up Temporal Instability. Since their character was randomly dropping out of the time stream it become a bit annoying to RP, but the timing (sorry) coincided with them leaving so it was decided that their character would become an NPC.

Goatface continued to blink in and out existence, from the other PCs point of view. Goatface would typically appear during a quiet moment, just bleat something then disappearing. Occasionally Goatface would appear in combat and assist the party, a bit like the Mysterious Stranger in the Fallout series, appear make a bleating noise then decapitate something then disappear.

Goatface appearing became a bit rarer over the rest of the campaign, so the player’s anticipating its arrival become I thing of fun, a running joke of “Will Goatface save us?” Crucially it never take agency away from the other players, which I think is an important about any NPC. PCs should have the majority of the spotlight, to not have to listen to a five+ minute NPC monologue because the GM has made what they think is an ‘amazing scene’, so the NPC gives a speech with effectively godmode on.

So yeah Goatface!

 

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.

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

Spirit Choice for Secret Rage

This continues on from part 1 PBM Thanks & Secret Rage, the 2nd part is Spirit Game – Secret Rage.

Further to what I wrote previously about the scale of any game that includes something as vast as D&D’s Planescape, L5R’s spirit realms, or World of Darkness’s three Umbras, etc., I appreciated I was giving myself a ludicrous amount of work. Powerful characters tend to have a lot of lore and cultural understanding that would be a key factor in any character choices, and typically large networks of others to manage. This applies to all sorts of high-end campaigns:

  • Epic level character in D&D, GURPS, etc.
  • Methuselah in Vampire, or Archmage in Mage, Deathlord in Wraith
  • Clan Daimyo in L5R
  • Epic level Superteam member like one of the Justice League
  • Daemon Prince in Warhammer’s Slave to Darkness and Lost & Damned
  • Eldar Farseer in Warhammer 40,000

In 1995 I ran a Warhammer Chaos Champions RPG, with the goal of one of the party becoming Daemon Princes. Despite how much we all enjoyed it, two of the players left the area and the game was put on hold. Cue reminiscing about one of those cool campaigns that got away…

Whilst this chronicle is very much set in the World of Darkness, games like D&D’s Planescape, L5R and GURPS have been great aids in working out ideas. All part of my RPG mental-toolbelt belief.

Since an ancient spirit would have vast knowledge of many subjects and treaties with many other spirits, I decided to go with the easy solution of starting the game with the birth of the spirit. This way the player and I will develop a better understanding of the character’s development, and as I’ve written about before PBM is particularly good at handling Time. The time between turns allows for all sorts of details to be pondered, worked out, and dramatic character development.

I made a big list of story/chronicle ideas for Richie to choose from. The idea being that by playing a unique spirit, the spirit’s nature and goals can be designed to cater to the type of game he wants to play. The following is part of the list I sent to him:

  • An Ancestral Incarna, this could be ancient Spirit that goes back to the dawn of the Garou Tribes; these types of spirits are heavily linked to Past Life. They might be closely linked to the dead, maybe even formed by long-dead Garou, or they could be epherma (Spirit matter awakened by a Tribe’s actions), or maybe they came from the Tribe’s Totem but gained importance and independence. This sort of Incarna would be focused on members of a single Tribe.
  • Incarna of Historical Big Moment, this Spirit embodies the idea that big moments are guaranteed/inevitable, and that an individual plays a pivotal role; humans tend to fixate on the ‘big-movers of history’, but this Spirit understands things are more complicated, and it figures out what domino to knock over. Maybe it’s an Ancestral spirit, maybe more linked to the dream realm and Chimera’s brood, maybe this is linked to Storytelling Spirits given its narrative nature, maybe a Past Life Spirit, or maybe it is a manifestation of the Fates.
  • A Wyrm healing Incarna that has hidden itself away and wants to heal the Wyrm by re-joining it! This is likely a super-hard mode campaign, which is saying something given the standard hard mode of the Apocalypse. Maybe the Wyrm is insane because this Incarna spirit escaped, maybe with this piece the Wyrm could heal, sounds like a crazy plan, but the Hydra is crazy 😉
  • A tiny spark of the Balance Wyrm, this Incarna focuses on figuring out how free its parent. However, how to fight a Triat? Especially given the scope of the task. Can the Weaver be persuaded? Can the Wyld be slowed enough to talk to? Could the Wyrm reveal a secret even in its current insane state? As above, super-hard mode, and crazy Hydra.
  • A Weaver Spirit that is a hybrid with either Wyld or Wyrm. In the Wenn Diagram of the Triat there is cross-over, albeit normally in smaller ways and only briefly, cosmologically speaking.
  • Maybe a Spirit explicitly dedicated to a different Supernatural race, maybe in regards to healing, communication, monitoring, or maybe the race’s total annihilation.
  • A lesser Incarna that is a sub-part of the Phoenix Incarna, this would be a big secret since the Garou nation does not know about it. It reveals itself only to Garou who must walk a lonely path to carry out a quest associated to a concept like redemption, rebirth, transformation, etc.
  • The Carer of Gaia’s Word, a spirit that has a secret quest, to protect a secret of Gaia, one that was whispered to her sister Luna. What that secret is, how it relates to the Triat, or to the Apocalypse would be a key part for focusing the chronicle’s theme.
  • Crazy Outsider Spirit Pretending to be a Wyld Incarna: This crazy suggestion could be that the spirit is basically one of Cthulhu Mythos in disguise trying to usurp Gaia, or simply get a place at the buffet of gnosis.
  • Trickster Incarna, super-mega-turbo-hard campaign. It claims to have this big secret, and travels about distracting everything so a subtle plan can be implemented. Likely results in many dead Garou, and other Fera. Maybe the secret is even real!
  • Ninja Spirit, because well ninjas.
  • <Insert TODO Incarna>. The ultimate trick of the Weaver, the Procrastination Planning Spirit. Somehow it will resolve the Apocalypse via a night of cramming. This sounds like the most powerful thing ever! 😉

After a lot of discussion we worked out another spirit idea, which will be revealed in a later blog. Once this was done we were able to determine the chronicle’s focus. I also mentioned that once the game is established I will consider adding new players to the game, partly depending on health, partly workload, and also whether I program some of the game aspects to make it easier to run something even bigger.

There had been a good few minutes spent discussing the <Insert TODO Incarna>. I love this idea, and I’ve added it to my vast list of comedy RP ideas to develop; I’ve made a few already for my forever in development role-playing guide, since it previously read like a monotone academic volume.

Next time I will introduce the prelude.