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

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Prelude – Secret Rage PBM 5

This continues on from part 1 PBM Thanks & Secret Rage.

I’m off to visit Richie this weekend, and to go to GollanczFest. So there will be plenty of time to discuss the ways I plan on running the Chronicle, and see if Richie has developed or changed any of his ideas. It is also possible we will play a session or two.

Here are the next few pages of the comic prelude that I showed in my last post:

Batjutsu Secret Rage p3

Batjutsu Secret Rage p4

Batjutsu Secret Rage p5

Batjutsu Secret Rage p6

Disclaimer: This is a fan project for a friend, not a commercial product. Vampire, World of Darkness, Vampire the Masquerade, etc., are registered trademarks of White Wolf Publishing, Inc.  “Portions of the materials are the copyrights and trademarks of White Wolf Publishing AB, and are used with permission. All rights reserved. For more information please visit white-wolf.com.”

Prelude – Secret Rage PBM 4

This continues on from part 1 PBM Thanks & Secret Rage.

Where and when to start a game are typically essential questions. When I worked at KJC Games I took the long-time running fantasy game Quest and added in role-play with moderation. Since the game had been running for so long, and some customers knew nothing about role-playing, there was a lot of discussion about the best ways to implement such a dramatic change. In hindsight there are so many things I’d like to have done differently, but given the scale of the operation and time pressure, at least it mostly worked out well. So when I proposed this campaign I knew I would need to treat it as another professional undertaking, and not ignore lessons I had previously learned due to being too caught up with enthusiasm.

Years before when I had run my two big Vampire PBM games I had written out very detailed backgrounds, as well as spent a lot of time discussing things with the players. The Elder Night City PBM game had even more background than the Methesulah game, in part because I was merging R. Talsorian’s Cyberpunk with the World of Darkness (WoD), plus the WoD timeline had moved forward by many years. Although two players were replaced, since they lacked the time to play, surprisingly the final sixteen players eagerly read everything and put a lot of effort in to their turns 🙂

The previous bit of nostalgia was at the forefront of my mind when working on Secret Rage. Since Richie and I know the World of Darkness so well, at least I didn’t need to write a synopsis of the cosmology and numerous powerful organisations. This brought me back to the essential question, instead of having the character be somewhat established, why not set the game before the spirit even existed, or better yet at the birth of the spirit. This was somewhat inspired by a local role-player who decades ago was somewhat infamous for setting his D&D games at level 0. The joke became that in the next campaign the players would be playing the grandparents of their characters, with the goal being to make sure their family got born. Then the next campaign their grandparents’ dogs.

Since Richie is an artist, and a lover of comics, I had the idea of making the prelude a comic. I am not much of an artist, and I need to be careful about my ever present wrist RSI, so I accepted that I could not make it high quality. As spirits are more abstract than mortals, I thought this simpler approach could even turn out to be something distinct. Whilst I cannot use speech recognition software to draw, I can use things like https://pixabay.com/ for free artwork, and a few minutes with GIMP https://www.gimp.org/ isn’t a problem. Apart from using a few Werewolf glyphs I decided it was best to avoid using any official artwork, which is a shame since the WoD has some amazing art.

Batjutsu Secret Rage 0

Batjutsu Secret Rage p1

Batjutsu Secret Rage p2

Next time, more of the prelude.

Disclaimer: This is a fan project for a friend, not a commercial product. Vampire, World of Darkness, Vampire the Masquerade, etc., are registered trademarks of White Wolf Publishing, Inc.  “Portions of the materials are the copyrights and trademarks of White Wolf Publishing AB, and are used with permission. All rights reserved. For more information please visit white-wolf.com.”

Spirit Game – Secret Rage

This continues on from PBM Thanks & Secret Rage.

I developed the Secret Rage idea by changing the player character from that of following a lineage of Garou, to that of playing a powerful spirit. Making the game about a powerful spirit, something effectively immortal, which can guide Garou, who the player can also play, gave me the idea: “A chronicle to prevent the Apocalypse”. This idea links to the forthcoming new World of Darkness that is in development, which builds upon the old World of Darkness (oWoD), but the end days (Gehenna, Apocalypse, or Ascension) never happened.

The scale of this spirit game is even bigger than my old Vampire Methuselah and Elder PBM games, more like the professional games I ran at KJC Games. Whilst the spirit has vast powers and epic plans, the key is to treat the character like any other, to be propelled by motivations and personal drama. An added benefit with this project is it also allows me to playtest ideas from a commercial PBM project that I’ve been working on for years: Elemental Masters. This game is about the building blocks of reality and the plots of pantheons; I seriously need a better name than this working title, meh.

A few RPGs go in to some detail about spirits, particularly several of the World of Darkness (old WoD & Chronicles) as well GURPS Spirits. Sadly despite the numerous details they present, I still wanted more depth. To be fair to those books, I do tend to go overboard with my ideas, plus the Spirit label is so all-encompassing, so it is no surprise that a collection of predominately enigmatic entities are described in vague terms. One of the strengths of the WoD books is how many ideas they present, whilst not creating a rigid structure to limit possibility. As normal for any GURPS book, GURPS Spirits is filled with a plethora of thought provoking ideas, and plenty of rules options, plus plug-ins to such a powerful system.

When I first read the Werewolf I was reminded of how the game brilliantly compares with Dungeons & Dragons; I’ll justify that statement another time. Manual of the Planes was my favourite D&D book, and Planescape is my favourite setting, so it is no surprise to reveal that Umbra is my favourite WoD book, my second favourite is the Mage Book of Madness.

Spirit Scale

Given the cosmological scale of any spirit world to its setting, any decision made can have far reaching impacts upon said setting. It is common to declare that the ephemeral nature of spirits makes them mysterious to mortals/beings of flesh, which is understandable given that Spirits are not player characters (PCs). The three tiered Umbra (High, Middle and Low) in the old World of Darkness effectively contains every idea and its spiritual impact, so detailing literally everything would be an impossible task. It is up to each group as to the scale of any Umbral impact they want to explore, there is certainly enough information for any Storyteller to launch all manner of games.

Given how many different games I’ve played for extended periods, I’ve gotten to explore the core setting of each game. This is another reason for my obsession with all RPG cosmologies, to explore. For example a very long running game of Legend of the 5 Rings slowly became about the setting’s cosmology; I am quite looking forward to the forthcoming 5th Edition and to see what more they add. As a Star Trek fan, I did consider another name for this campaign:

Tellurian Trek!

Spirit Courts

Another important consideration is the complexity of any Spirit Courts, powerful gatherings that surely would have connections to each other. A design dilemma is how best to present such entities, especially if they are long-lived, and thus would have many ancient relationships to work out; never mind the historical events they could discuss.  The Dungeons & Dragons setting Planescape went in to a lot of detail about the Blood War, which I think really added depth to the D&D cosmology; the machinations of ludicrously powerful entities and Gods is better presented in that setting. Werewolf did a good job of summarising many Spirit Totems and their relationships, and the setting itself is based around the Triat and Gaia.

I believe the vast cosmological scale of is one of the key reasons so many players of the World of Darkness setting preferred Vampire over Werewolf or Mage, and to a lesser extent Wraith, Changeling and Demon. Vampire is a rich enough game; it has plenty of characters, depth and history, without needing the Umbra to be brought out of the shadows. When Dirty Secrets of the Black Hand came out, a few players I chatted with explained that they didn’t like the new layers of plots, and some said they disliked the Umbral tie-ins; there were of course forum posts debating this point. Several players I’ve chatted with who love Werewolf or Mage typically list the vast cosmology as a reason why they do. Of course plenty of players, like myself, appreciate the different games for different reasons.

Spirit Psychology

Years ago I had written a collection of ideas about spirits for Elemental Masters setting, but I had not fleshed my ideas out enough. Typically for me I had avoided finalising ideas due to constantly feeling that I needed to research more. Finally with years of research and this idea for Secret Rage I was able to finalise ideas. I had been working on detailing the psychology of different types of spirits, also drawing upon computing and philosophical ideas. Exploring ideas such as compartmentalised minds, how an Incarna’s brood relationship works, how I think slumber works, more about a spirit’s relationship with Gnosis, Gaia, etc. My spirit work is not ready for public release, but things are at a good playtesting stage, which Richie and I will explore.

I’ve considered whether to develop this work in to a commercial product, so it is interesting to note that the new White Wolf have the Storytellers Vault.

Next time I go over the spirit choice for the game.

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 31

If you are not familiar with #RPGaDay, then please read this page first. For the 31st day of #RPGaDay the question is:

What do you anticipate most for gaming in 2018?

My tweeted answer is: #RPGaDay 31, #TrinityContinuum #Aberrant @TheOnyxPath & #Cryptomancer @Papa_Shell finally releasing my own #RPG work

I’m greatly anticipating the launch of Trinity Continuum by Onyx Path; previously old White Wolf’s Trinity Universe (Trinity (Æon), Aberrant, Adventure). I’ve mentioned Trinity in several of my answers for RPGaDay, I adore the setting, and I am confident this upcoming version will be a masterpiece.

I am quite intrigued to see what happens with Cryptomancer, especially as more people are getting involved. I’ll review the recent release of Code & Dagger volume 2 in September. Cryptomancer’s Chad is also writing for the recently funded Spire RPG, so that’s on my TODO list.

If multiple playtests and edits go well, then I’ll be publishing some connected RPG products next year; I have several near finished. I’ll not waffle about my own work, since if my players hate my projects, or more likely think they are weak, then I may have a lot of rethinking to do.

This month’s RPGaDay has certainly helped highlight several games I’d like to play. I plan on changing from my normal long campaigns, and running very short campaigns, plus maybe a few one-shots. My current TODO games list goes back years, I guess like many other role-players. Whether as a player, GM, or writer/designer, I always enjoy exploring other people’s work; besides fun it’s also research 😉

#RPGaDay 12

If you are not familiar with #RPGaDay, then please read this page first. For the 12th day of #RPGaDay the question is:

Which RPG has the most inspiring interior art?

My tweeted answer is: #RPGaDay 12 #RPG, #Aberrant #Trinity #Adventure due to the wonderful IC pages.

I had so many initial thoughts about this question, and sadly despite the list of honourable shout-outs I have provided, I know I am missing off to many noteworthy games. Many old games came to mind, in part because they had been part of my formative RPing years. Whether staring at the old Monster Manuals for AD&D 1st ed over and over again, or the Warhammer artwork emphasising the dark setting. When I started playing Cyberpunk, the artwork helped to differentiate itself from the fantasy games I had previously played; a game with both style and substance 😉

Cyberpunk Interior artI considered Tales from the Loop, which was built upon a wonderful collection of art. This is also a great example of how modern RPGs can have amazing artwork, and how we can keep being surprised.

L5R is one of my favourite games, in part due to its incredible artwork; I tend to buy all the books for a game I like, but at least that means more artwork. Given the game’s emphasis on culture, and how important appearance is in that setting, with so many pieces of art showing character interaction and attire, it was quite easy to show players an example to help inspire them.

I nearly choose Changeling: The Dreaming, I adore that game; I wrote about one of my Changeling campaigns for Day 7. I shouldn’t really single out any of the classic World of Darkness (cWoD) games, as a whole the interior art was diverse and gripping; the walls of my old flats were covered in mostly WoD artwork. The artwork for Wraith really helped to inspire that game’s setting and mood, although I know a few players that were too disturbed by that game to even try it. Changeling’s lovely artwork helped to make that game stand out, and with the diverse races (kith) the pictures felt like a nod at the older games like D&D, whilst being noticeable different to them.

Changeling Interior ArtA special shout-out to Palladium’s: Ninjas & Superspies and Mystic China; whilst I am it, also for Nightbane. Like so many of Palladium books, there is a good mix of artwork. In a hobby dominated by fantasy, then Sci Fi, and then probably Supers, I really appreciated any martial arts artwork.

Although Street Fighter is a big IP, and thus it’s a bit unfair to compare it to non-major-IP games, as I mentioned on Day 5, the artwork was very inspiring. Overall the artwork was vibrant and fitted the style of the game. I’ll admit that anything martial arts related gets a bonus from me, but I really love that game for taking a beat’em up and turning in to something special.

As mentioned above, I finally settled on the books for the Trinity Universe, and in particular Aberrant. Having so many In Character (IC) pages really helped to get the setting across. They were easy to show new players, especially the pages that were comics. Thus the interior art was more than just artwork, they were IC game props. Although the old White Wolf company had done this sort of thing before with the cWoD books, it was taken to a new level with books for the Trinity Universe. Between the timeline, the IC news articles, interviews, wrestling shows, and profiles, the whole collection was both inspiring and highly informative.

Aberrant Interior ArtAs I mentioned yesterday, Onyx Path Publishing are working on rebooting this setting as the Trinity Continuum. Clearly with such a rich heritage to build upon, and the great work and experience of Onyx, Trinity Continuum is obviously going to be amazing. I’d only be surprised if the game was less than stunning to look at. Check out the Trinity Continuum pages.