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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Prelude – Secret Rage PBM 6

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

It has been a while since I blogged about my #SecretRage PBM campaign, Richie and I have been busy so it has been on the back burner. This at least allowed me to explore ways to link ideas about the potential psychology of spirits, something that relates to two other projects. I considered abandoning this campaign and playtesting my new setting, but since I’ve put a lot of preparation in to this campaign, plus Richie and I wanted to play Werewolf, I decided to stick with things. I participated in #RPGaDay again this year, I mentioned #SecretRage on several of the days. For Day 26 I talked about Ambitions.

This urge to keep changing projects is an ongoing problem for me, so I gave myself a deadline; following advice from The Bestseller Experiment. I finished up the comic pages and the introductory turn as well. Finalising everything for this project helped re-inspire my passion for #SecretRage, plus given me inspiration to run something else, Cyberpunk, D&D, Pendragon, Cthulhu, etc.

I won’t be posting the turn data since I’ve added another player, plus I am considering inviting other players to join in, maybe some of the people from the #RPGaDay community. Below are those comic pages, which once again I found the writing of to be an interesting puzzle to figure out, in part due to writing about a messed-up Luna, but also because comic writing is different.

#SecretRage 07#SecretRage 08#SecretRage 09+10#SecretRage 11#SecretRage 12#SecretRage 13#SecretRage 14#SecretRage 15+16

#RPGaDay2018 Day26 RPG Ambition

Gaming ambition for the next 12 months

Lots of people posting information about their quite interesting ambitions for their next 12 months, inspiring to see what people are thinking about. Due to limited time I’ve kept my video short, partly because I plan on more blogs and videos about one of my ambitions for the next 12 months.

I’ve not run an in-depth PBM game since working at KJC Games. I’ve done little bits but nothing major, mostly because I always come back to my main ambition: better GM & Player tools. I am still in the midst of writing a novel, plus a few short stories I keep playing with, too many things, so I decided that 2018 should be the year of Project Overlap. Scaling ideas back, managing health better and better time management are how I plan to achieve my ambition.

Since I touched on D&D and Pendragon in my video, here is Runeslinger talking about his plans. Any similarity between my video and Antony’s is entirely down to me imitating him 😉

So many plans:

Big plans at The GM Table

Plus so many more 🙂

#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 Day18 RPG Art

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.

#RPGaDay2018 Day18 graph

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 😉

 

#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.

#RPGaDay2018 Day15 Tricky RPG XP

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.

#RPGaDay2018 Day15 graph

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.