Afterlife: Wandering Souls

Elizabeth Chaipraditkul’s Afterlife: Wandering Souls is an intriguing game about self-rediscovery. The project’s Kickstarter is getting close to finishing and it already has many goals unlocked, so the impressive team of participants has grown. The following two quotes hooked me:

“Afterlife: Wandering Souls is a macabre fantasy game set in surreal plane known as the Tenebris. You take on the role of a Wanderer—someone who died, but didn’t end up in Heaven, Hell, or any other traditional afterlife.  Devoid of any memories of your life on earth, you find yourself in an endless desert filled with gateways. Search different planes of existence for clues of your former life – or a semblance of one. Along the way you’ll encounter strange inhabitants, alien cultures, and other humans who’ve lost all hope and are bent on destroying you.”

“Afterlife is Alice in Wonderland meets What Dreams May Come set in a world inspired by the works of Guillermo del Torro, Hayao Miyazaki, and surrealist artists.”

Please back this project, surely the above information has hooked you. Maybe come back here after you’ve joined in 😉 https://www.kickstarter.com/projects/1568822309/afterlife-wandering-souls

On a personal note I’m particularly interested in this project due to my long-time obsession with memories and identity, as well as what those mean to characters in role-playing games. I love the concept of the recently successful Kickstarter: One Child’s Heart, which I previously blogged about, and it was via that project that I came across Afterlife: Wandering Souls. Two quite different games focused on memories, I have a lot to look forward to!

I love many game systems and settings, it is difficult to allocate time to run/play even a fraction of what I already have, but I’ll definitely be running this game. Games that go into any detail about death and the afterlife are rare, for example Wraith: The Oblivion is one the few but I know a few players that refuse to play it. I doubt those players would have an issue with Afterlife: Wandering Souls. This is not to suggest that the Afterlife game could not be run as an ultra-bleak hopeless tale, Wraith can be run as an optimistic struggle to reach the Far Shores or similar, it’s just that Afterlife is designed around the idea of rebuilding. This quote beautifully summarises the game:

Having mentioned time issue, plus the fact that some players dislike certain settings/systems, or are more focused on their favourites, means I’ve run many fusion games over the years. I like to expand my #RPGMentalToolKit; this is my justification for buying too many RPGs. I’m currently running a fusion Mage the Ascension game and I plan on adding Afterlife: Wandering Souls to it. I feel that Afterlife manages to encapsulate the High and Low Umbras 🙂 For those that think the Low Umbra is too dark, then maybe replace it entirely with Tenebris. I’ll blog about this another time 🙂

Whether playing Changeling the Dreaming or the Lost, Mage the Ascension or Awakening, Werewolf the Apocalypse, in fact any of the classic WoD or Chronicles of Darkness games, I’m sure adding Afterlife will help inspire your creativity. Besides the dead soul focus of Afterlife, the surreal aspect of the Limbos could also help encourage groups with regards to the Dreamlands in Cthulhu Mythos.

Afterlife Water Escape

Quickly touching on practically every other game, it is rare to explore anything about the afterlife in say D&D, GURPS, or Champions, and almost unheard of for something like Cyberpunk, Shadowrun, etc. I feel Afterlife would fit what I imagine is the more cinematic playstyle of Ubiquity, FATE, or Savage Worlds.

RPGs, Death Penalties & Afterlife idea

Taking the fusion idea a stage further, maybe if a game has a character or full party death the group could switch to playing Afterlife. Granted the players likely know a fair bit about their PCs, since they’ve likely been playing them for a while, but maybe the Afterlife sessions focus on the unknowns, expanding the character and the party connections. If a PC succeed in restoring their soul’s memories, they are reincarnated; like an extra life system. I understand that PC death is typically seen as final in most games, but I also appreciate that some players do not want a particular character’s story to be over. So instead why not alter a PC death to be a Spirit Quest. Once completed the PCs return to the previous setting, but having undergone a near death experience and all that story potential that entails? Maybe in a game like D&D this is treated as divine intervention and the PCs are fully restored, but if you think that is too powerful/easy there is nothing stopping a DM from giving the PCs just a few extra HP and a tiny 2nd chance. Whatever way this is done, this could allow a PC to reconsider their lives, massively switch things up without losing their story.

Usually you cannot role-play a dead character, with Afterlife you can 😉

I’ll not turn this blog post in to my thoughts about PC deaths, raising issues about XP punishment, board game mechanics in contrast to the obviously important IC threat of PC death, repercussions matter. I think the topic of PC death is fascinating, but any debate how best to end a story needs to also acknowledge that real lives often end abruptly.

Given my interests and my own memory RPG project I started pondering about whether Afterlife will introduce false memories and uncertainty. After all memory is a complex thing and famously unreliable. I’m not suggesting that Afterlife needs false memories and the accompanying character doubt, after all the game is focusing on positive aspects. From what I’ve read I think Afterlife is an example of good game design, focus on what you are primaily trying to achieve, there are enough games already trying to do everything. This is why I’m confident my players and I will be playing Afterlife without needing to fuse it with other things.

Afterlife fragment

I love the art and style I’ve seen so far. Given the quote above, I look forward to seeing the completed project. I’m already trying to imagine art fusing images like: Studio Ghibli, Pan’s Labyrinth, Beetlejuice, Vanilla Sky, Dark City, Salvador Dali, Rene Magritte, Igor Morski, etc.

Afterlife has familiar stats and is a rules lite game, which I am a fan of. The actual play I watched was not bogged down by rule queries 🙂 There is a pay what you want Quickstart for the game, if you are not hooked yet, then that should do the job 🙂

I hope I’ve inspired you enough to back Afterlife: Wandering Souls. With such a strong concept I look forward to seeing how this game progresses and hopefully future expansions for it. I was about to post this blog and I have found that more stretch goals have been unlocked, which includes Satyros of Mage the Ascension fame, so my ponderings about fusing this wonderful game with Mage may prove to be even more interesting.

https://www.kickstarter.com/projects/1568822309/afterlife-wandering-souls

 

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#RPGaDay2018 Day24 RPG more recognition

Which RPG do you think deserves more recognition?

The #RPGaDay event has helped highlight a lot of games that I should check out and today’s question further emphasises this. I’ve looked at many tweets, blogs and videos from other #RPGaDay participants, lots of great suggestions being made.

Over the years I’ve encountered many people who assume the RPG means a computer game, technically a CRPG, but typically called an RPG. Whilst I love plenty of CRPG, I wish a better label had been used, meh.

I discuss GURPS and Cryptomancer in my video for today 🙂

Other posts worth checking out:

Autocratik post today

Runeslinger’s post today. Then watch his video 😉

A great point from ivanmike1968:

#RPGaDay2018 Day23 Play Again

Which game do you hope to play again?

So many choices, like most gamers. I kept my video short today, in part to avoid rambling about some of the long running campaigns/chronicles.

Besides my main group, currently playing Mage, I have a few 1 on 1 games being discussed, so there is a chance I might get to play several of these games soon. I bought a lot of terrain to help run a megadungeon, good chance the game will use either D&D 5th or GURPS Fantasy.

 

#RPGaDay2018 Day20 Game Mechanic

Which game mechanic inspires your play the most?

Straight forward video answer today, I love things that help propel PC play, that help inspire players, that are personal to the player, typically something additional that sets an individual PC apart. I did contemplate talking about ideas I’ve been working on for years, but I’ll save them for another time.

Doh, I forgot to mention Life Paths, like in the Cyberpunk systems.

 

#RPGaDay2018 Day16 Plans Next Game

Describe your plans for your next game

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.

Impressive Reboot of Trinity

I love so many role-playing games and in particular the old Trinity universe. So I was ecstatic when the Kickstarter for a new version was announced, it’s called Trinity Continuum, from Onyx Path Publishing. The old White Wolf Game Studio published the original Æon Trinity in 1997; the game became known as Trinity due to a lawsuit with MTV due to their Aeon Flux, something that I recall helped spread word about the game at the local games shop I worked at. Set in the 22nd century Trinity was about humanity rebuilding after the Aberrant wars, with the game focusing on psychic humans call Psions. Over the years the Trinity Universe was expanded over the years to include Aberrant (Supes) and then Adventure! (Pulp) A d20 version in 2004. There was also a Trinity Battleground wargame (see end for poster collection). Then it was gone…

Like so many others I’ve been running the same Trinity campaign for many years, linking characters across multiple timelines. A big part of the appeal of the old games is their diverse settings and how they relate to each other, however, the old games were clearly not designed to fit neatly together, which put some people off. The Trinity Continuum Kickstarter has revealed that how Trinity Continuum fits together was a core design, and having read the new manuscripts I am very impressed. The multiverse of Trinity Continuum generates Flux, which besides being a great joke about old lawsuits, very nicely gives a basis to the luck and powers of the people in the different eras. This also makes any Trinity setting cannon, allowing Onyx to publish different products without violating anyone’s campaign deviations. This was never a problem for me, I would buy things and adapt them, but I appreciate many gamers felt the old vast metaplot made new products irrelevant to them.

Trinity Continuum will be using the new Storypath system, which I think is a big improvement on the old Storyteller system. For example: the introduction of the Momentum is a great mechanic that gives failures now add to the Momentum pool, which the party can use to overcome problems later. Momentum can also be used to power skill Tricks. There is more to Storypath system, so definitely check it out. I saw a negative post about somebody not liking the idea of Momentum and “failing forward”, personally I think this is a great addition. As normal for me and my group if we want to tweak things we do, and I already contemplating testing these mechanics in other games like L5R and GURPS; all part of the RPG mental toolkit 😉

The Storypath system is also used by Scion, but each game universe has its own tweaks; I love this because it will enable easy transition between different game universes, whilst allowing each game universe to have specialised mechanics to enhance the gameflow envisioned by the designers.

The core Trinity universe eras have been expanded in the Trinity Continuum. The Kickstarter is for the core rules, with a focus on modern day games. This has been done with foresight, allowing for games ranging from things like the Bourne Identity, Chuck (2007, TV), A Town Called Eureka (2006, TV), Fringe (2008, TV). There is nothing stopping a group from playing less action and super science games, such as focusing on the Æeon Society in the modern day that links to an era spanning campaign about the organisation over time.

A Kickstart add-on is Trinity Continuum: Æon book. This covers the original Trinity 22nd era, but there are a few tweaks, 99% of which I love. What is particularly impressive is how the Unity part of the setting is being given rules to help demonstrate the point, designer Ian Watson explained in an interview about how Psions can empower another Psion, like in Orpheus. One of my players always emphasises reasons for teamwork and they are going to love this tweak.

In a Polyhedron interview there were many gems such as a future settings of Anima, which will be set in 2084 (Total Recall, Remember Me) emphasising Implants and Memory Tech, and focusing on questions of identity. Another focus is people retreating to virtual realities after the Aberrant War, I wonder if full-borg conversions will be an option, or at least remote controlled androids, something like Surrogates. There was also mention of an era set in the ancient world, a Sword & Sandals style game; this was inspired by the Adventure! game notes of Doctor Primoris (who later became Divis Mal).

Another important point discussed in the interview was how diverse the old Trinity games were due to the global scale of the setting; it’s always great to have more game specific material. The new version will be building upon this legacy, which will include an expanded look at Africa, which never got its own sourcebook back in the old days in part due to them having so much to expand on; I’m sure it would have eventually if the games had not been cancelled.

Trinity Aberrant Books

There was such much I wanted to write about this Kickstarter, I had planned on summarising my own games but that would be too big a project and miss the point of highlighting what other people need to know about the Trinity setting. Thankfully lots of information is now available about the Trinity Continuum as well as the Storypath system via the Kickstarter. So before I end I will give a few campaign ideas that I have been pondering.

Psions Lost In Space / ST: Voyager: A Jumpship takes a group of people to a new colony, but they end up lost and so far away they are cut off from Earth. A campaign emphasising survival and testing the Unity ideas of the people aboard.

Paramorph Time War: empowered by the Trinity Continuum’s Flux, and assisted by many books, films as well as my trusty GURPS reference books. A vast Time War. Since leaving my old job games master job running Play-By-Mail games, one of the designs I have part finished is a way of tracking dynamic timelines, but due to how grand the game goal was I had to strip it back, and focus on a smaller project. I also have work from old Suzerain game focusing on time travel in tabletop games. Running a single player campaign would be much easier, imagine playing a character like Max Mercer seeing the sheer scope of the cosmos and trying to figure out how to help our species, add in the complication of other time travellers doing the same thing. This could be done for a group, maybe the group need to combine powers to jump.

Attack of the Titans / Kaiju Planet / Pacific Rim: Maybe set after the Aberrant War in a world that was even more devastated. Maybe beastlike Aberrants are left behind on Earth, but they have mutated further to become giant mindless entities. Can humanity defeat these Kaiju, and if so at what cost in lives and further global devastation?

Nova Terminators: Maybe the Op-net was destroyed not just because two Novas had a war, maybe there was a 3rd Nova that planned on world domination by initiating WW3 and ruling the remains like Skynet (SkyNova). In this world SkyNova succeeded and humans are now fighting a losing battle against Terminators. Maybe this game focuses on Daredevils and Psiads?

Æon Amber: Last year I finally got around to reading the Amber series by Roger Zelazny, Arthurian style court drama on a multiverse scale. Although travelling between every universe fighting other powerful factions is a bit too grand in scale; the TV series Sliders is a good example of this. Given that I am also looking forward to Changeling: The Lost 2nd Ed, maybe I can add this in as well? A nice way of cramming on more epic gaming in to limited playing time.

Lords of Light: Another Roger Zelazny book in which a human crew arrives at a planet but struggles to survive, so they alter themselves becoming vastly powerful entities. The crew masquerade as Hindu Gods subjugating the planet’s native inhabitants. A very interesting story following Sam trying to overthrow the crews control of the planet. This story would likely make a better fit for a Nova/Aberrant style game.

I’m sure many gamers are contemplating other campaign ideas, particularly the classic: Atlantis, Roman era, ancient Egypt dynasties, Aztecs, Mystic China, etc.

Trinity Battleground

At the time of publishing there are 19 hours of the Kickstarter left. There are lots of stretch goals unlocked, so join in and reap the benefits even if just for the new PDFs and the $15 for most of the old 1st Edition Trinity books. I think Trinity Continuum seems to balancing the modern RPG approach of specialised rules whilst not sacrificing a broad ability to run so many games, this alone is a great reason to join in. https://www.kickstarter.com/projects/200664283/trinity-continuum-aeon-rpg/description

I dug out my old posters, publisher catalogue from working at Tower Models and the Trinity Battlegrounds wargame.

Trinity and old White Wolf Posters

 

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.