Showing posts with label Fear Itself. Show all posts
Showing posts with label Fear Itself. Show all posts

Wednesday, April 16, 2014

So, what does that stat do again / Coming back to World of Darkness


I've been running Night's Black Agents, a Gumshoe game, for nearly a year now, and other Gumshoe games (Fear Itself, TimeWatch, Trail of Cthulhu) for longer. I've become familiar with  the system, how it works and how to make stuff up on the fly. It's now my 'go to' system. 
It used to be World of Darkness, though. I learnt to GM by running Vampire: the Masquerade. The first game I ran to an actual conclusion was a Hunter: the Reckoning/Mage: the Ascension mash up. I loved the games and the Storyteller/telling systems. 
I still have a great fondness for them, and hold them in high regard. 

So I've been thinking about what I would like to run once NBA finishes. I decided that I would like to run Mage: the Awakening. I've always had a soft spot for Mage, and would like to do something with the nWoD game. 

I play almost exclusively over Google+ Hangouts these days, and we use Google spreadsheets as character sheets. This means that there's a one off exercise of transcribing the character sheet to a Google Sheet format. 
I did that this weekend, and realised that WoD games, and Mage: the Awakening in particular, are really complicated. 
Keeping track of three different types of damage - Bashing, Lethal and Aggravated? Awakening also throws in Resistant damage as well, for four(!) types. 
Tracking Willpower, Morality trait (Wisdom in Awakening), Mana, Gnosis, Paradox, spell tolerance and Virtues and Vices is a massive drain on the player and storyteller before you start adding temporary health, speed, initiative and defense bonuses. 

I don't think I can do it anymore. It just seems like so much effort. 
Which is a shame - the settings and a lot of the game conceits are excellent.

Saturday, February 15, 2014

The Walking Dead / Fear Itself - A Gumshoe Hack

You can run a fully functional, highly dramatic game based on AMC's The Walking Dead using the Fear Itself RPG with no system adjustments.
It's true. Look.

The Walking Dead is a dramatic, character driven show that focuses on characterisation and interaction. It also has zombies. This is often a secondary concern, as the real drama comes from the interaction between the characters and the conflict caused by their different motivations, desires and decisions. The characters move from location to location, looking for signs of life, food, shelter, tools, weapons and signs of walker infestation. They often suffer from severe stress, fatigued, emotional trauma and exhaustion, and their mental health ebbs and flows as a result

Fear Itself is a horror game that creates a disparate group and engineers conflicts between them. It allows you to pull together characters from all walks of life, give them lines to ally along or fall out over and then throw into a stressful scenario.

Within Fear Itself a characters mental health is recorded through the Stability ability. As this drains away and falls below 0, characters start to experience stress disorders - phobias, paranoia, irrational behaviour, hallucinations.
Rick Grimes suffers a massive Stability loss after Lori dies, and succumbs to paranoia and hallucinations as the stress of leading the group alone and the guilt of not being able to protect his wife finally overcome him. 
Fear Itself covers this off nicely.

Talking of Stability, Fear Itself allows characters to define a number of Sources of Stability - People, Activities or Innate Traits that give you some comfort and allow you to retain your sanity in trying times. 
Lori and Carl were Rick's Sources of Stability. Darryl and Carol found support in each other, Glynn and Maggie found they could give each other solace in another way.
Darryl also maintains a badass facade to keep himself on an even keel, Carl tries to maintain his independence and Rick became a leader. Shane makes Lori and Carl his Sources of Stability, then when Rick returns and Lori and Carl are denied to him, Shane begins his descent into madness.
Losing one of your Sources of Stability - either through death, being disproved or betrayed - is a crushing experience. 

We can also look at The Governor - He tried to re-establish some Sources of Stability; Lilly and Meghan and becoming leader of a new band of survivors. When this falls apart,when he sees that Meghan is bitten, he takes a massive hit  to his Stability and attacks the prison recklessly and mercilessly. This leads to his death.

We can also look at the character defining moment in Fear Itself - The Worst Thing I have ever Done
Shane regrets leaving Rick behind in the hospital to die. Michonne feels instrumental in the death of her child, partner and friend. Rick looked for every other way out other than killing Shane.

As an example, let's stat up Darryl as a starting character

Darryl Dixon
Concept: Badass biker
Sources of Stability: Carol, Being a Badass, 
Risk Factor: Gung Ho
The Worst Thing I Ever Did: Kill my brother, Merle
Academic Abilities: Natural History 1
Interpersonal Abilities: Bullshit Detector 2, Interrogation 2, Intimidation 2, Reassurance 1, Streetwise 2
General Abilities: Athletics 8, Driving 4, Filch 2, Health 8, Infiltration 4, Mechanics 4, Sense Trouble 6, Preparedness 4, Scuffling 6, Shooting 8, Stability 8
Hit Threshold: 4

By Season 2 Darryl is a General Abilities badass, with extra points in Sense Trouble, Preparedness and Stability (he does suffer a considerable Stability loss during the second season and hallucinates a conversation with Merle). The skills that Darryl Dixon really stockpiles are Shooting and Scuffling, both of which he has in spades by the attack on Woodbury.

Rule Amendments
Simple, really. Walkers are the only supernatural creatures in this setting, and are both common and familiar. 
As such, I would reduce the potential Stability loss of exposure to Walkers by 1 point, and only apply it if the character is taken by surprise or if the Walker is someone that the character was close to whilst alive

Walker
Also, you need Walker stats to run a Walking Dead game

Hit Threshold 3
Perception modifier 0
Health 15
Scuffling 6 (Fist -2, Bite -1)

Tireless. Walkers will doggedly pursue prey until they are destroyed. If the prey is no longer visible, a Walker will continue walking in the direction the prey was last spotted in until they find new prey to distract them

Biter Fever. A bite from a Walker means blood poisoning, septic shock and a painful death, unless the bitten limb is amputated within a number of minutes equal to the characters Health rating. If the limb is not removed before this time has elapsed, then the victim is infected and will perish within [12+ Health Rating] hours.

Headshot. Walkers can only be 'killed' by severing their head or destroying their brain. Targeting a head adds +2 to the targets Hit Threshold, whereas aiming for the neck or eye adds +3 to the Hit Threshold.

Saturday, January 25, 2014

Meet the team / Ready to play Esoterrorists 2nd Ed characters

This post makes three in a row about Gumshoe games, and in rapid succession as well. 


One of my Christmas presents was the new second edition of The Esoterrorists by Robin D. Laws. 
I'd already got the 1st edition (reviewed here), which I got after having a look at Trail of Cthulhu. 
The second edition polishes the rules up a little, now that Gumshoe has been used to power a subsequent seven games (including the forthcoming TimeWatch and Gaean Reach), adds more detail to the Ordo Veritis and Esoterrorist organisations, has an expanded bestiary and includes an alternate setting - Station Duty.
It's still very affordable, and great for quick play at short notice.

Which brings me to the official point of this post - Recently a member of the Pelgrane Press Google+ community put out a call for some ready to play PCs for an Esoterrorists 2e game.
I, not having too much work that I wanted to avoid doing, knocked some up.

If you would like to use them, then they're here:
Esoterrorist 2e Characters



Sunday, August 25, 2013

Horror tropes / Cabin in the Woods and Fear Itself

Once again I'm late to the party - I watched Cabin in the Woods for the first time last night.

The thing that makes it an enjoyable film, in my opinion, is the clear love of standard horror movie tropes throughout. My wife and I were both delighted by the gas station in the beginning and it's treasure trove of creepy genre signposts: fish hooks, bear traps, animal skins, pickled creatures, hunting goods etc. I wondered aloud if they'd modeled the cabin on the one from Evil Dead. The scene where the victims choose the transgression for which they'll be punished is wonderful, as is Fran Krantz' line "I'm drawing a line in the sand, no one is reading any fucking Latin!"

The part that tied the film up to Fear Itself, for me, is the statement of specific roles within the genre:
The Whore / slut
The Scholar / egghead
The Warrior / jock
The Fool / burnout
The Virgin / good girl

Fear Itself uses these stereotypes to define character roles within the game with much the same effect as in Cabin...

The overall plot of Cabin is a nice fit with the classic Fear Itself Ocean Game setting: a mysterious and incredibly powerful consciousness horrifically manipulates reality around unsuspecting stereotypes for their own amusement and benefit / a mysterious and technologically advanced organisation manipulates unsuspecting teens into falling into stereotypical roles and controls the environment around them for their own amusement and benefit.

You could run a straight Cabin in the Woods game using Fear Itself with zero effort or adaptation, and you could overlay the Mystery Men and their Ocean Game onto Cabin with only a few tweaks.

Sunday, November 13, 2011

Epic Technology Fail / New Adventures in Investigative Gaming

It's been a godawful long time since my last post, and I am pretty much forcing myself to write this one.
My Gaming Enthusiasm batteries have been running pretty low of late, mostly due to Real Life crap, and this blog has suffered as a result.

Which is odd, as I've actually done considerably more in the way of gaming in the last couple of months than I have in the past 18 months.

Firstly, I've run Fear Itself over the internet, which represents two milestone firsts for me:
1) Running a Gumshoe game
2) Running a remote game

I am happy to report that once you get a grip of it, Gumshoe works well. I admit that I was pretty anxious and apprehensive about running an investigative game, to the point that I was sending the Author, Robin Laws, Twitter messages asking for advice.
I'm used to running World of Darkness games, having very rough notes (if at all) and relying on player reactions to direct the story - I.e. winging it.
Gumshoe games require you to plot out a solid mystery, with the discovery of clues being central to the story progression.
I was terrified that I wouldn't have the discipline to follow a set path, or the vision to plot one out in the first place.

Turns out it's pretty easy...

For the main story, I decided to use an idea I'd had knocking around for a good few years, and adapt it to a horror mystery.
I tried to stick to the tropes of slow burn ghost stories and 'classic' horror, like Amityville, Dark Water, Blair Witch et al.

I sketched out a small Scottish village by a Loch, added a sleeping evil in the water, a murder, a growing number of missing people, some animate and aggressive water corpses and threw in a couple if Red Herrings.
I kept in mind what was actually happening and how to stop it, and tried to reveal one key clue or fact per scene.
This, it seems, is key...

I found that as long as I kept to this basic framework, I could still improvise and adapt. Just keep in mind where you're actually going, and how long you want to take getting there.

After about 3 sessions, the game was hovering over the Big Reveal... The players had pursued the Red Herring, refocused back on the initial murder, confronted the (suspected) murderer with the belief that he was behind all the weirdness going on, and just found out that he had killed his wife, but that was it. He knew nothing more.
They were starting to get the bigger pieces to the puzzle, I had an event lined up that would point them towards a solution and more questions....

Then I dropped my laptop, breaking the Motherboard.
As we were playing over Skype, this was a bit of a blow. Not only did I lose my ability to run the game, I also lost my notes.
Bugger.

My wife got a little pink netbook, which she allowed me to use for the game, however it appears incapable of disabling the internal speakers and mic when external ones are attached, which led to impenetrable echo and feedback, so I've had to abandon it for the time being.
:-(

On the upswing, some guys from my old face to face group got in contact, looking to get the band back together.
Our first session is tomorrow night, and I've volunteered to run a one shot Trail of Cthulhu game.

I've opted to focus on stuffy Miskatonic academics hunting Cultists and horrors through the University library stacks, and have knocked up some pregenerated investigators for immediate use.

Which leads me to the second technology fail.

My wife's netbook does not have DVD/CD drive, so we can't install the hard copy of Office we own, and have been using Google Docs instead.

Google Docs is generally fine, but has a habit of randomly changing a documents formatting if you attempt to mix text, pictures and tables.
Which is very frustrating.

Then, when I printed off the pdf character sheets and rules cheat sheet from Pelgrane Press' site, the printer missed off the last 6 lines of text.
WTF!?

Seeing as it took me some 25 minutes to print off 10 sides of A4, I've decided to just live with it.



Friday, September 9, 2011

Gore to Plot Ratio / Fear Itself

Question: In a stock teen horror / slasher movie scenario (Scream, Darkness Falls, Harper's Island, Nightmare on Elm Street et al), what should the split be between horrific encounters/gruesome murder and investigation into the monster that leads to the final confrontation?

I'm thinking 30/70, with most of the screen time being tense, gory action.

I guess there's an argument for 10% of the movie being bare breasts and lustful activity and/or comedy, and about 5% being character development (oh, she's the Good Girl, he's the Brain, she's the Mean Girl, he's the Dumb Jock etc. Or, Alive, Dead, Dead, Dead, Dead, Dead).

I'm plotting out my first Fear Itself game, which uses the Gumshoe system, and I want to get the balance right.


Saturday, September 3, 2011

Technology Fail / The joys of remote gaming

I'm pretty pumped. I've just finished my first internet gaming experience, and it went well... sort of.

I'm running a game of Fear Itself for a group of six players, three of which i've never gamed with before, one of whom has never gamed before. Tonight was a dry run for the technology and a character creation session.

The technology was a massive pain in the ass.

I'd committed to Google Talk, because I believed it allowed conference calls. Noooo. One conversation at a time. Fail.
So we tried a Google+ Hangout, which would've worked just fine, except one of the players couldn't get in. Apparently G+ was full. Or so it told him.

So then we switched to BigMarker.com, which is a free web conferencing service, with video cams, 'unlimited' users, text chat, file sharing and an interactive white board.
After five minutes of setting up, we were in, and then my Shockwave crashed. Luckily it didn't close the conference, so I just rejoined. One other player had an issue, so this is what we're using going forward. It worked really well.

Once we were all on, we went through character creation and the basics of the rules. Then we had a fight.

The fight was fucking great.
I've not GM'd or role played for over a year, and by god I've missed it.
I set the players up in a standard tavern brawl, with a last man standing brief, and let them go mad.
It was gratifying that the 'combat specialist' died in only two rounds.
They are so fucked.
We didn't get round to doing Stability loss, however they're most likely to go insane before they die.

I am itching to get into the game, now.
I can't wait a week...

Sunday, July 10, 2011

Green Light gogogogogogo / Video Conference gaming update

I have received agreement in principle from my wife to steal the laptop once a week and shout alarming curses into a microphone whilst sat in the kitchen drinking coffee.
In fact, she feels it's quite an elegant solution to our childcare / lifestyle constraints vs my addictive need to geek.

So, win!

I have just sent out confirmation of my commitment to the eight potential players, and we'll see what comes back.
Eight is a large gaming group, but I am expecting some attrition on that number. Not everybody will be available on the same night. Some people will be only passingly interested. It's a system that none of us have played before (Fear Itself / Gumshoe) and is an experiment in gaming media.

Whilst I would like to retain all eight (because they're all good friends who I have confidence in), I wouldn't be surprised or disappointed if we dwindled to four.
If it dropped to less than that number, I'd probably have to rethink some elements.

For the play medium, I want to try Big Marker, who provide a free conferencing service that includes video, voice and IM chat, as well as the ability to upload and deliver presentations on a virtual white marker.
I'm hoping this will allow me to upload text, images etc that can be used in the session.
http://www.bigmarker.com/help/manual

I've also got myself on Google+, which is showing some potential for virtual gaming. It may be a fallback position should Big Marker go down or prove to be utter wank.

I've set the players some homework. Now to see what comes back.


  • Confirm that you want to and are able to play
  • Let me know what days are good / bad for you
  • Read the rules
  • Think about your character concept. I'll be using the basic character stereotypes presented in the rules, although this is not a high school game. There will be only one character with specific combat and investigation experience (who will be fated to die heroically near the end), and if anybody wants to play one, only one Psychic. If anybody wants to play one of these, then shout out asap. If multiple people want to play one of these roles, then we'll resolve that as it arises.
  • Try out BigMarker.com and make sure it works on your PC, and that you're happy to use it. http://www.bigmarker.com/ 
  • Read up on Fear Itself at Pelgrane Press's website or my blog.
  • Ask questions.

Wednesday, June 8, 2011

First combat drop / Advice for new players

I'm currently exploring the possibility of running my first long distance game over the internet.
One of the logistical challenges I have is making sure a couple of new players are fully engaged and involved, and that they get all the guidance they need. One has never played before.
I'm a little concerned about remotely guiding a new player through the first few sessions. I've decided to use Fear Itself as the first game because its a low rules game and uses a d6, which everybody has.
I had looked around the internet for some new player advice, and worryingly came up short.
There's loads of 'getting started' advice for online video games, but nothing for pen & paper RPGs.
WTF, people. For shame.

So, OK, we need to fix this, like yesterday.


Total Party Kill advice for new players

- Stereotypes and stock characters are good. You'll hear a lot of talk as you get into the hobby about how everybody's character is a unique and precious flower amongst the weeds of predictable and dull average characters.
The people that say this are usually elitist ass holes, who are just apeing a character from an obscure book, film or comic.
As a new player, you shouldn't be pressured into creating a dramatically poignant homage to existentialism, rather you should be given the freedom to play Han Solo, Aragorn, Indie or Neo, if that's what you want to play right now.
Stock characters are classic, timeless and easy to portray. You'll be busy enough keeping up with the rules a d action without having to wade through obtuse characterization and motivation.

- Have a flick through the rulebook to get the geist of the setting and system, by all means, but don't for a minute think that you're expected to memorize it.
You'll probably get a good grip on the basics of a game if you read Wikipedia and its official web page.

- Talk to the other players. Hey, have a beer with them before and after. They'll happily give you advice and tell you about their character. This introductory period is the only time in your life you will genuinely be interested in hearing about somebody else's character. Enjoy it. Let their enthusiasm rub off on you. Look forward to the day you have such hoary war stories under your belt and can regale young pups with tales of your glory. Oh yes.

- At the gaming table, caffeine, sugar and trans-fats are your friends. One or two small beers may be good buddies as well, just pace yourself and be sensible.
If you turn up at a session with any combination of: soda, pizza, chips & dip, cookies, donuts, candy and ice cream in enough quantity to share, you will be a king, my friend. A king.
I tells ya.

There's obviously a hell of a lot more in the way of genuinely useful advice out there, and I invite all and sundry to either add it here, or to blog about it yourselves.
We, as a community, need to build up a greater repository of knowledge for those new to and interested in the hobby.


The best advice I have for players new to the hobby

Friday, May 20, 2011

Gumshoe PDFs / Short post #2

An additional reason for any of you to try out the Gumshoe games published by Pelgrane Press is their PDF Download Guarantee
http://www.pelgranepress.com/?p=4730

Put simply, if you buy a hard copy book from them, you get a digital copy for free. If you buy a hard copy book from one of their associated stores, you get a digital copy for free. If you buy a hard copy book from Amazon et al, then ask them, and they'll give you a digital copy of the books bought to date for free, with the understanding that any future digital copies will only be provided if you buy through the agreed channels.

As a result of this sweet deal, I am now in possession of PDFs of Trail of Cthulhu, The Esoterrorists and Fear Itself. I bought these three books separately through Amazon UK, so am incredibly pleased to get the digital copies as well.

I share because I think its a great offer, and would encourage more people to explore Gumshoe.


Friday, April 15, 2011

Object based story idea / Briefcase full of trouble

I've had this idea floating around in my head for a couple of years now. So long, in fact, that it's probably reached the point where i'll never use it, so you can have it for free. Please be good to my baby.

The idea is: One of the players, or an NPC associated with the players (preferably somebody they are bound to, like a younger sibling, best friend or lover), 'acquires' a briefcase. They don't know who it belongs to, they just have it now. They're not too keen to tell you how they got it, but they are keen to see what it is that's rattling inside it.

The briefcase is average size, clearly expensive, and locked. It's easy enough to jimmy the lock, though, with a little effort. It clicks open on the first or second attempt, leaving barely a scratch on the exterior faux leather.

Inside the briefcase is a whole load of trouble.
There's a gun with at least one bullet down.
There's a kilo of coke or smack.
Some money, about a grand, with specks of blood across the edges.
An envelope containing photos of a naked and unconscious high school girl.
A 2gig memory stick full of spreadsheets, names, dates and map references.
A diamond ring.
The keys to a fast, expensive car.

From this point onwards, any number of things could happen. The players could decide to dispose of the briefcase and its contents. They might want to keep or use some of the stuff inside. They might think the best course of action is to turn it into the proper authorities. They might seek advice from somebody more experienced, or more influential.

What will happen is they will become aware that they are being followed. Maybe by government suits, maybe by the Police, maybe by mobsters, maybe by all of them. Their houses and flats will get turned over. People they know will be intimidated, roughed up or even wake up dead.
Finally, the person who 'acquired' the briefcase will be arrested and charged with a string of heinous crimes - murder, drug trafficking, espionage, rape, fraud, kidnapping, robbery.
The evidence is overwhelming - witnesses placing the character at the scene of all crimes, video tapes, phone taps, forensics, legal documentation, motive, opportunity, means. It does not look good.

There are, however, at least two ways out of it.


  1. Commit a crime, put something from that crime inside the briefcase, and then allow somebody else to steal the briefcase. This is the easy option.
  2. Solve all the other crimes that have been covered up by the briefcase. This is the hard option.

So what is the briefcase? It's a magic item that diverts all suspicion and evidence of a crime from the actual perpetrator and onto an 'innocent' patsy instead. The unlucky patsy has to steal the briefcase and open it, and then suddenly becomes the chief suspect in multiple serious criminal investigations, and any 'unofficial' investigations that any wronged parties may be pursuing.

For example: Fingers Malone shoots Micky the Hat in the face after an argument about a card game. Fingers needs to lose the gun, fast, and needs to get himself an alibi faster. He puts the gun in the briefcase and leave the briefcase on the front seat of his unlocked car which he then parks in a bad part of town. Inevitably the briefcase is stolen by Sniffy Smith, a loser meth head looking for his next pipe. Within a week Sniffy is arrested for the murder of Micky the Hat after his DNA and finger prints are discovered at the crime scene, and Micky's mother recalls Micky arguing with somebody fitting Sniffy's description. A couple of days later, Sniffy is ganked with a shiv in the prison showers after Micky's gang pay another inmate to teach him a lesson.

Had Sniffy wanted to get out of the situation, he would either have had to prove that Fingers had shot Micky the Hat, or stash some evidence of his most serious crime to date in the briefcase and have it stolen.
Unfortunately Sniffy isn't smart enough to do either, so is sent down the river and dies of a perforated kidney shortly afterwards.
Poor Sniffy.

EDIT
The wireless keyboard on my desk top PC died the other night. Luckily shortly after completing a sentence. I was left with the dilemma of either a) publishing an incomplete post, or b) saving a draft until I sorted out my technical glitch.
I chose option a.

There are still a few points I wanted to cover with this post, and publishing them separately feels rather unsatisfying.

I tagged three games in the 'labels' field of this post: World of Darkness, The Esoterrorists and Fear Itself. Why? I'll tell you why...

For The World of Darkness, when running with the above story seed, I would try to play up the ethics involved. The player characters face a much harder road if they opt to travel the high road - i.e. not succumb to the 'get out of jail free' card the briefcase presents and either take the fall and become a scapegoat, or try to solve the other crimes and bring the perpetrators to justice.
The players themselves may already have committed a serious felony or two between them, and may relish the opportunity to get away with it. It would be easy to just let them, and in many ways, this is what should happen.
However, if they do choose this course of action, then they should have to make a high penalty Morality check, even if they're a Werewolf following Harmony (I guess - The book is all the way over there on my shelf, and it's late...).
So, the character can dispose of a potentially sticky problem, but they have to deal with the consequences of that - Morality loss - as they doom another innocent soul to life in prison/the death sentence/a grisly murder etc.

If the players are predisposed to investigating mysteries and bringing people to justice, then a Gumshoe game like Fear Itself or The Esoterrorists would work well with this object. Each item within the briefcase should provide a solid enough clue to begin an investigation into the crime and who committed it.
Additionally, there's the investigation into the briefcase itself. It should have as exotic a backstory as you can muster - a cursed item, created by a tempting demon of wrath? An Esoterrorist tool pulled from the Outer Dark? A haunted item powered by a ghosts regret?
Extended research into the briefcase's past should pull up clues to it's powers and history - hints at when it may have surfaced before, possibly in other forms - a bag, a book, a cloth sack - and who may have benefited or suffered from it in the past. Characters can expect to have to pour over newspaper archives, police records, local history and interview key witnesses before they can piece together what it does.

Tuesday, February 1, 2011

The Esoterrorists / Rules lite proof of concept

I've been rehearsing this review in my head for days. A more forward thinking person would have made notes, but that's not me, so you'll have to manoeuvre your way past numerous half remembered jokes and observations to reach the core of this review. 

Sorry.

I think I started at the wrong end with Gumshoe. The Esoterrorists is a Gumshoe game, written by Robin Laws and published by Pelgrane Press. The Gumshoe system, as I have observed in other posts, is an investigative system designed to support procedural investigation games - CSI games, Mentalist games, Miss Marple games etc. 
The system has two mechanics - Investigation based skills and General skills. Investigation skills always work, never fail and exist to push the plot ever forward. General skills include most 'doing things' skills such as those used to fix a car or kill a man dead. General skills require a dice roll to use, and there is a chance of failure. 

So why did I start at the wrong end? What does that mean? 
I first read Trail of Cthulhu, which is 247 pages long and has a fairly fleshed out rules system. I then read Fear Itself, which is 90 pages long, and I was disappointed to see that a large chunk of the rules text was word for word the same as ToC. 
Now I own The Esoterrorists, which weighs in at a massive 87 pages, and features a bare bones setting and system. 
I looks as though each subsequent release of a Gumshoe powered game has expanded and developed the rules and presentation somewhat, adding value and discussion to the original framework. 

I see it as a proof of concept. The Esoterrorists gives you exactly the right amount of setting and system to springboard a game. All you need from there on in is some imagination and an eye for mystery construction. 

What I like about it:
  • It's an easy system to learn
  • It's a new idea
  • The setting is simple, adaptable and universally understood - you investigate the paranormal for a secret society. You're like a more casual Men in Black or an X-Files team with better funding
  • The drive is to solve the mystery, not necessarily blow shit up (although that option remains open)
  • The book is cheap and short
  • Everything is adaptable, given a basic level of imagination
You could do a lot with this game. A better GM than myself could tell a really gripping story using The Esoterrorists. I could run a fair to middling game, getting better with practice. 

What I don't like about it
  • The system doesn't go into as much detail as later Gumshoe books
  • It's short - Whilst this is also good, as it makes it an easy buy, the fact that you can get 2.5x the word count for 2x the cost if you buy ToC makes The Esoterrorists  a bad deal on word count
  • The setting id a bit too sparse at times
Trail of Cthulhu, in addition to featuring more rules and setting material than The Esoterrorists, also goes into how to write a crime mystery, with hints, tips and discussions on how to construct a story based on clues and deductive reasoning. The Esoterrorists does not do this. It gives the GM some basic advice - keep the investigation moving. always keep moving forward etc. ToC tells you how to plot out the story, at which stages the larger clue should be discovered, how to shuffles scenes and clues around, stuff like that.
This is a terrible miss from the Esoterrorists, one which makes baby Jesus cry. 

As I said, though, The Esoterrorists is a 'proof of concept' game.  It's a new system and setting coming from a small publisher, and serves to test the waters before they dive in with further publications.
This, I think, is why it's such a light book. Why write, layout and publish 200+ pages if it's not going to sell? 
What this book gives you is a new way to run a game, and it is a new way. It's not a rework, or a hack, or 'inspired by', it's genuinely new, creative thinking. 
It gives you a setting framework that you can hang a good number of games on. It gives you a simple, effective rules system that allows for a story to flourish without bogging the session down searching pages and cross referencing source books. 

I would describe The Esoterrorists as 'Lean'. It's ready for action, which is a great thing for a new system - Up and running on the day of purchase. You definatly can't say that about D&D.

Tuesday, January 11, 2011

Incoming / blog posts of the future

Incoming blog posts for 2011

I have set myself a target of posting something to this blog at least once a week, on average. I'd love to commit to more, but would rather exceed modest expectations than under perform to high expectations. 
God loves a trier, but the rest of the world doesn't care. 
Today I received my copy of The Esoterrorists, which i'm quite pleased about. It's alarmingly thin, and I know the rules will be word for word the same as Fear Itself and Trail of Cthulhu, however I can see a great deal of potential for the Gumshoe game system. I'll post a review once I've had a proper read. 
I still plan on presenting my World of Darkness playlist, which will happen once I have an uninterrupted few hours to search for audio files and videos on the internet. 
I'll try not to erroneously link to porn or Rick Rolling. 
I've been working on a post about my favourite characters, but I think it may be a bit too self indulgent. It may get culled. 
Back in the early days of this blog I published the stats and background for a potential antagonist in my then ongoing Hunter game. I have since been thinking about it, and I realise that I was trying to tell too much of his story in one go. If I wanted to have a serial killer who's been killed and then has risen again in vengeance, then   it should be the players who kill him, and the players who are doubly horrified that the spirit of this twisted killer has risen again. 
So I intend to revise and publish a new antagonist, and split his life up into phases. 

Sunday, December 5, 2010

Game Dogma

I've been talking a lot about game design lately, and wanted to share something about game design that I find inspirational.
This is the Game Dogma, or mission statement, that Pelgrane Press / Robin D. Law's Gumshoe system endeavours to follow:

Game Dogma
Over the last few years, there have been many developments in the
roleplaying game design field, and we’ve been watching them with
interest. A year ago we devised a simple new set of rules for new games
we are producing, our game dogma.
Our new games will be:
- Fun to play
- Easy to learn
- Easy to teach
- Easy to play
- Innovative
- Approachable
- Sustainable
A GM should be able to learn each game in half an hour, nuances in a
hour or so. It should be easy to teach the basics of the game to a novice
in fifteen minutes. The design should take account of developments in
gaming over the last ten years and offer something genuinely original.
GMs will want to run the game time and time again, and players will
want to play it.


Pretty sweet.

Friday, October 29, 2010

Lost / Changeling / Fear Itself

In an earlier instalment I mused on the idea of using the Changeling: The Lost rules and setting to run a game based on the Lost TV series.  This may or may not have been influenced by the two things having semi-similar names. Who knows...

Now, having read Fear Itself and had a little time to think on it, I have decided that it would be a far superior setting for any theoretical Lost inspired games.
Why? The book itself features only two antagonists - Mystery Men and the Ovvashi. The Ovvashi are demons that torment tramps (for that popular 'homeless urban survival horror' genre), whilst the Mystery Men are Q-like, god-like beings that can alter reality and do so with the sole aim of tormenting innocent humans. The only real weakness that Mystery Men have is that they adhere to various rules - either because they have to,or because they choose to.
The Fear Itself rules also make use of flashbacks during play, and require all players to define The Worst Thing (their character has) Ever Done as well as deciding which of the other PC's they like the best and dislike the most, which are all familiar devices used in Lost itself.

So, in this theoretical game, we have the following:
The PC's are caught in a contest between two Mystery Men (Jacob and the Man in Black/Smoke Monster) who use their powers to inflict various limitations and benefits upon the local environment (such as how to find it, how to leave, how to arrive, how certain bits of technology work, how people recover from illness, how time works in relation to the rest of the world etc) and to set various tasks and responsibilities for the PC's (press this button every x minutes, or something really bad will  happen). They also engineer coincidences and enigmas to madden an confuse the PC's.
The game itself would attempt to feature a flashback per session that focuses on one character and allows for development and plot progression.
Sessions would be driven by either investigation into the local environment and the unusual properties it possesses, or by a task imposed by the environment or by conflicts between characters. At times one of the Mystery Men will step in to progress their agenda against the other Mystery Man or to torment one of the characters.


Wednesday, October 13, 2010

The best game I never played

Geek books are like crack. I see them. I want them. I do morally repulsive things to get them. Then, after I have them, and the euphoric buzz has faded, I feel a little guilty and maybe regret the purchase.
I can normally rationalise the purchase away though...
It's well written, so it's like buying a regular book
It's a good system that's got me thinking, so it's a mental exercise, which is good
Oh, I will use it, it's fucking awesome

Then, months or years later you look at your book shelf and realise that the literally hundreds of pounds you've spent could have gone on something more worthwhile, because you've never used the damn things.

Example
When my wife moved in, I showed willing and cleared out a load of my old RPG books. I sold off about 30 Mage: The Ascension books that I had never used.
I gave away about 15 Exalted books, 6 Orpheus books, 20+ Vampire: The Masquerade books, 1 Mummy: The Resurrection book, 20+ Ars Magica books and 4 Hunter: The Reckoning books that I had never used.

One of the rationalisations i used was that I was clearing house of everything I didn't use and was never going to use again.
I would start again.
Rebuild.

As of now, I have 22 New World of Darkness books, including core rule books, most of which I have never used. I've not used Mage, Vampire, Changeling and a number of supplements.
I have Ars Magica 5th Edition, which I have never used.
I have Exalted 2nd Edition, which i have never used.
I have Trail of Cthulhu, Fear Itself and Star Wars Saga Edition. I've not used any of them.

This is kind of depressing. A lot of these are great games (the exceptions being ArM5 and Exalted 2, which appear to piss all over the previous, stronger, editions).

Unfortunately i don't see an opportunity in the near future for play either, which is a real shame.

I'd really love to do something with Changeling: The Lost, which is a really rich game chock full of opportunities and creativity.
I have about three or four Star Wars games I could run, and could pull off a respectable Vampire: The Requiem game.
I think i'd prefer to play Mage instead of run it.

Now, if only my children would age about 5 years, i'd have a bit more time...

Monday, October 4, 2010

Gumshoe / Trail of Cthulhu / Fear Itself

A few posts ago I got fairly excited about Trail of Cthulhu, a new system based on the Cthulhu Mythos, and licensed by Chaosium Games, therefore legit. It looked much much better than CthulhuTech, so was worth a look.
I asked for it for my birthday, and my wife dutifully bought it for me.
It is pretty ace.
The system, The Gumshoe System created by Robin D Laws (who my friend assures me is a genius), is a nice change of pace from most, if not all, other systems i've played. The focus is on investigation, and the piecing together of clues. Most games require you to pass a test to discover a clue, which can really stall play after a few unlucky rolls. The Gumshoe system takes a different approach - If you have a skill that could find the clue, and you state that you are using it, then you get the clue. The focus then falls on what you make of the clue, and where it leads you.
All pretty good.
A story should be set up to deliver one 'core clue' per scene, and a scene ends when the players uncover it. The clues should then add up to lead the players through the plot and to the final (and in the case of a Cthulhu game, maddening) truth.
Combat is simple and straight forward, and fairly lethal. There's no fiddly initiative, or distances, or speed. Mostly just death.
The most effective thing a character can do during combat is flee, which is so important that it has its own stat. At last!

The Cthulhu Mythos makes up the rest of the book, and is dealt with great affection, as can be seen whenever there's a sidebar that discusses the playtest phase and alternate rules. Think your character is too likely to survive? Here's an optional character creation set for creating doomed characters. Want to die when shot, rather than just take 'cinematic' damage? Knock your self out with these optional firearm rules. Want to create an uneasy sense of paranoia and claustrophobia when your Sanity score falls? Here's a way to portray insanity without telling the player what their character is suffering from.
There's the expected different investigator classes, and imaginative and inspirational write ups of monsters, cults and Mythos Beings, plus an introductory adventure. Brilliant. I heartily recommend it to everyone.

I enjoyed it so much, I bought a copy of Fear Itself. This spoilt the illusion somewhat.
Fear Itself is about 80 pages long, and is sold as an ideal vehicle for running one shot slasher movie / thriller games.
On the surface, I was quite excited. It also uses the Gumshoe system, and I like that it was short. Just the basics, no unnecessary fluff for the sake of it. We're all familiar with the genre it supports, so why waste time writing about it. Let's just get on. Oh, and it's a bit cheaper.
The problem is that it's only 53% new material.
The actual game system is word for word identical to Trail... and, I imagine, any other Gumshoe system game.
This means i've spent money on about twenty new pages, including the introductory adventure (more on that later), out of eighty.
Not so hot.
It's a supplement that's been sold as a stand alone product.

The intro adventure at the back deserves special notice, though, for one reason alone. You play LARPers. Really. And it mocks you remorselessly for even knowing what a LARPer is (although it does mock Vampire/Goth Doom Cookie LARPers more).
A little to close to the bone, I thought, although possibly great fun to play if you really hate a certain clique of roleplayers.

I'd still be interested in Mutant City Blues or The Esoterrorists though...