Aka, it's no longer November, games are moving ahead.
Defenders will likely wrap up soonish (16-20 sessions, I think) as far as the Main Plot Stuff goes. If the PCs wish to continue the game beyond that, we'll work stuff out.
Conviction will run at some point. Need to find out how many people are interested and what they'd like to play.
As for games after that, no idea at all :)
Saturday, December 08, 2007
Monday, November 05, 2007
Games
Games run by Alcar are, basically, on hold until December. I may run a session or two during the month as a break from nanowrimo, but offer no guarantees.
December shall see the existence of Conviction, the wrapping up of Defenders and -- who knows what for the new year :)
December shall see the existence of Conviction, the wrapping up of Defenders and -- who knows what for the new year :)
Monday, September 24, 2007
Character Creation Notes + Game Time
The things that define your character (outside of personality and occupation) are the Nifty Trick and the Secret.
Any personality and occupation are possible: your PC has ended up in the City because they Know Something (or someone believes they do) and the City is both a place and a method for extracting it. You could be the reincarnation of an Atlantean high priest, a busboy, an actual spy, a scientist, a dock worker, the real dalai lama -- the GM is willing to consider almost anything as a possibility. And, of course, your personality is your own.
Nifty Trick: This is something you have that others might not, or isn't common. It can be perfect recall of the past, to make friends easily, the ability to alter your own memories, speed reading, fast reflexes beyond the norm, a photographic memory, a feeling of when danger is near, seeing odd things others don't, minor telekinesis or what have you. Whatever this trick is, it's nothing that blatantly violates the laws of the universe and/or is too obvious -- i.e. no pyrokinesis, no telepathy, magic, shapechanging and so on. It can be an ace in the hole (even a joker) but it's no substitute for playing with the rest of the deck. The more outré the ability, the more its use may cost.
Secret: This is something important. It's something you know that's dangerous and deep enough that people have kidnapped you and put you into some city no one escapes from. You might know classified information, or what really happened to the Titanic or anything else torn from conspiracy theories and just plain being in the wrong place at the wrong time. Whatever it is, someone is going to a LOT of trouble to acquire it, so put some serious thought into it.
Game Time: This game will begin in December of 2007. Due to its nature (Conspiracies, sleeper agents, double and triple agents and so forth) the night it plays may entirely depend on players schedules. Characters need never actually meet, after all, or meet and discover the person they thought they met before doesn't seem to act the same as they did that last time ...
Ideally, 2+ players will be able to play at any one time. This will basically allow it to fit almost anyone's schedule, as long as they play at least one a week.
Any personality and occupation are possible: your PC has ended up in the City because they Know Something (or someone believes they do) and the City is both a place and a method for extracting it. You could be the reincarnation of an Atlantean high priest, a busboy, an actual spy, a scientist, a dock worker, the real dalai lama -- the GM is willing to consider almost anything as a possibility. And, of course, your personality is your own.
Nifty Trick: This is something you have that others might not, or isn't common. It can be perfect recall of the past, to make friends easily, the ability to alter your own memories, speed reading, fast reflexes beyond the norm, a photographic memory, a feeling of when danger is near, seeing odd things others don't, minor telekinesis or what have you. Whatever this trick is, it's nothing that blatantly violates the laws of the universe and/or is too obvious -- i.e. no pyrokinesis, no telepathy, magic, shapechanging and so on. It can be an ace in the hole (even a joker) but it's no substitute for playing with the rest of the deck. The more outré the ability, the more its use may cost.
Secret: This is something important. It's something you know that's dangerous and deep enough that people have kidnapped you and put you into some city no one escapes from. You might know classified information, or what really happened to the Titanic or anything else torn from conspiracy theories and just plain being in the wrong place at the wrong time. Whatever it is, someone is going to a LOT of trouble to acquire it, so put some serious thought into it.
Game Time: This game will begin in December of 2007. Due to its nature (Conspiracies, sleeper agents, double and triple agents and so forth) the night it plays may entirely depend on players schedules. Characters need never actually meet, after all, or meet and discover the person they thought they met before doesn't seem to act the same as they did that last time ...
Ideally, 2+ players will be able to play at any one time. This will basically allow it to fit almost anyone's schedule, as long as they play at least one a week.
Saturday, September 22, 2007
CONVICTION: An rpg setting.
This is going to be an RPG set in a city known as Apotheosis. Despite the name, the city is firmly rooted in older technology. All phones are rotary, most vehicles come from the 1960s in terms of style and fashion, and they use blimps for travel overhead, though those are seldom seen. It's filled with many things everyone knows about but seldom sees, a place where truth always takes second place to rumor.
The bathrooms are purely modern (stand in accessible showers), doors wider than normal, and so on. You end up with the feeling you're expected to spend your entire life in your apartment or condo or home. There are no maps of it to be found, and the newspaper are full of strange classified ads that read out like messages to secret agents or demented love letters. EX: "SRM seeks NDG for rendezvous at the high point. Poodle only. Safe word: None."
There are fnords. And they are everywhere.
If there is a way out of the city, no one seems to know. Most people don't even seem to care. There are hints that horrible things happen to those who try and escape, but no one knows any specifics. There are the police, but there are hints that anyone could be a member of the secret police, who prevent crime from happening at all. (Those caught are often killed, to prevent them from THINKING of committing another crime -- or so the rumors claim.)
The City is clean, and neat, and terribly tidy - as if a neat freak, about to kill themselves, had tidied everything up before hand to leave a last, sparkling impression. There are more city workers who clean things up than there may be citizens, and most dust mites probably starve to death. They clean up crew are all white, blond haired and blue eyed - Hitler's Aryan wet dream, scrubbing out the toilets and cleaning up the homes. They never speak.
There are panhandlers, but they are all neat, clean, and impeccably polite, decorating the Blue Light districts of the City, asking for credit, and possibly all spying on you. Or everyone else, too, but mostly you. Some of them might even know you by name, but there are always people who look like "a Joe" aren't there? No need to be worried. There is never any need to be worried.
Sources
This is pretty much sourced in The Prisoner, 1984, Brave New World, Paranoia (the rpg) with dashes of Kult, Transmetropolitan and Serial Experiments Lain. As well as generous helpings of conspiracy theories, the importance of truth, the nature of identity and lots of fun spy and thriller novels. It might help to think of James Bond on LSD, at least some of the time. (Most of the rest of the time, he is probably on soma, the same as everyone else.)
Character Creation
As explained by Robert Sloan: Join a dystopia RPG where you don't know what system you're playing, don't know what your stats are and the GM laughs malevolently while fondling the DVD of "The Prisoner."
To whit, the players are told they have 4 statistics. Each represents Body (Strength, Dex etc.), Mind (Intellect), Soul (willpower, force of personality, etc.) and Luck. You divide them in orders of importance (A - D) and then divide 100 points between them. Points divided don't necessarily have to correlate to importance) You then pick skills your PC should know, up to 5 per stat, in order of importance. You then decide what thing you are really, really good at. This can be a skill, it can be a Unique Trick. It doesn't matter. This is the little thing that makes your character a PC.
Genre: Spy/Conspiracy pretty much.
Background: Anything you want, barring in mind the game is set in the real world. But, in the real world, you have a Secret. This is Important, and it's valuable enough that someone put you here to, somehow, extract it. Or perhaps they already have, or never needed to at all. We're all being used, after all. We're all pawns, and there is always someone out there pulling our strings: whether we accept this with resignation or fight to be ourselves is up to us ....
The bathrooms are purely modern (stand in accessible showers), doors wider than normal, and so on. You end up with the feeling you're expected to spend your entire life in your apartment or condo or home. There are no maps of it to be found, and the newspaper are full of strange classified ads that read out like messages to secret agents or demented love letters. EX: "SRM seeks NDG for rendezvous at the high point. Poodle only. Safe word: None."
There are fnords. And they are everywhere.
If there is a way out of the city, no one seems to know. Most people don't even seem to care. There are hints that horrible things happen to those who try and escape, but no one knows any specifics. There are the police, but there are hints that anyone could be a member of the secret police, who prevent crime from happening at all. (Those caught are often killed, to prevent them from THINKING of committing another crime -- or so the rumors claim.)
The City is clean, and neat, and terribly tidy - as if a neat freak, about to kill themselves, had tidied everything up before hand to leave a last, sparkling impression. There are more city workers who clean things up than there may be citizens, and most dust mites probably starve to death. They clean up crew are all white, blond haired and blue eyed - Hitler's Aryan wet dream, scrubbing out the toilets and cleaning up the homes. They never speak.
There are panhandlers, but they are all neat, clean, and impeccably polite, decorating the Blue Light districts of the City, asking for credit, and possibly all spying on you. Or everyone else, too, but mostly you. Some of them might even know you by name, but there are always people who look like "a Joe" aren't there? No need to be worried. There is never any need to be worried.
Sources
This is pretty much sourced in The Prisoner, 1984, Brave New World, Paranoia (the rpg) with dashes of Kult, Transmetropolitan and Serial Experiments Lain. As well as generous helpings of conspiracy theories, the importance of truth, the nature of identity and lots of fun spy and thriller novels. It might help to think of James Bond on LSD, at least some of the time. (Most of the rest of the time, he is probably on soma, the same as everyone else.)
Character Creation
As explained by Robert Sloan: Join a dystopia RPG where you don't know what system you're playing, don't know what your stats are and the GM laughs malevolently while fondling the DVD of "The Prisoner."
To whit, the players are told they have 4 statistics. Each represents Body (Strength, Dex etc.), Mind (Intellect), Soul (willpower, force of personality, etc.) and Luck. You divide them in orders of importance (A - D) and then divide 100 points between them. Points divided don't necessarily have to correlate to importance) You then pick skills your PC should know, up to 5 per stat, in order of importance. You then decide what thing you are really, really good at. This can be a skill, it can be a Unique Trick. It doesn't matter. This is the little thing that makes your character a PC.
Genre: Spy/Conspiracy pretty much.
Background: Anything you want, barring in mind the game is set in the real world. But, in the real world, you have a Secret. This is Important, and it's valuable enough that someone put you here to, somehow, extract it. Or perhaps they already have, or never needed to at all. We're all being used, after all. We're all pawns, and there is always someone out there pulling our strings: whether we accept this with resignation or fight to be ourselves is up to us ....
"But I don't want comfort. I want God, I want poetry, I want real danger, I want freedom, I want goodness. I want sin."
"In fact," said Mustapha Mond, "you're claiming the right to be unhappy."
- Huxley, Brave New World
Tuesday, September 18, 2007
Sparkie demanded this post!
* Sparkie sniffs
* Sparkie went down on the google search for dice bot
* Sparkie demands satisfaction!
<kentari> just mention sparkie in your blog
<Sparkie> and links! And the beating heart of the CEO of google deepfried!
* Sparkie went down on the google search for dice bot
* Sparkie demands satisfaction!
<kentari> just mention sparkie in your blog
<Sparkie> and links! And the beating heart of the CEO of google deepfried!
Sunday, August 19, 2007
And now.. defenders poetry!
Via Rob's Amazing Poem Generator
Defenders of wonder: rare
things. of points. for twenty years,
because you’re making superheroes, after all. that or newspaper
articles on availability. Each session will
go into skills.
Defenders of wonder: rare
things. of points. for twenty years,
because you’re making superheroes, after all. that or newspaper
articles on availability. Each session will
go into skills.
Sunday, August 05, 2007
30 Sessions Into Defenders...
So! We're into session 32 or so, month 4, and it's time for the quarterly report.
To whit:
- So far, we have NOT broken away from 4 colour(1) though the notion that the AI is trying to look for/build a mate was close.
- The game's moved from 2 people to, possibly, 4. Which will take some getting used to but shouldn't be impossible to manage. Having Fen's pc as a hero-in-training/teaching is a fun aspect to things, too.
Current plots:
- One AI, who is kidnapping humans for nefarious purposes and has made bothering the PCs into a hobby for what is, in AI terms, a few million years.
- F.R.O.G, a supervillain team who use frogs and -- okay, they're not really a threat, but they can dream :)
- Chris & Magnificent Man - Superhuman brothers, one of whom can mimic powers, the other who likes to annoy just about everyone.
- Government agents in Purple Suits. Goals unknown at present, but they seem to be in charge of monitoring superhuman activity.
- Regular government agents with terminator robots, who seem to want Arbiter and call themselves the Earth Defense League.
- Doctor Despair, who has yet to show up to more than NPCs, and seems to be on a warpath for Thaumaturge and Arbiter's real names and locations for unknown reasons, but likes to scare people with illusions.
- There are also the Haud, an alien species that is likely coming to earth to invade and Arbiter promised to aid the dinosaurs against their former masters. They are, according to Tumbler, VERY bad news.
- The Tastemaster, a villain connected somehow to the CIA (Culinary Institute of America) and has hired people to steal hard drives from their and arranged for the entire building to be blown up. Has, via a proxy, made all food in the city taste like broccoli for one hour, and his (or her) long term plans remain a mystery.
- The Living Pyramid, a ... living pyramid (surprise!) who tried to destroy the city to prove his masters thesis was correct. Shoved into a future with robocops by Thaumaturge.
- The hingari, an alien shape shifting species who disguised themselves as all the hot dog vendors in the city and were discovered entirely by accident.
- As well, The Second Cup coffee shop downtown is working on becoming a hangout for heroes and the heroes have a base (well, a blimp :)) that seems immune to alterations in time.
Currently, Arbiter has gone through a portal to another world.
So far, the city has been invaded by the undead, snowed in, telepathically assaulted and had stuffed bears summon forth their god to eat the world on the PCs watch. It can only make them wonder the kinds of stuff Captain Victory deals with :)
Allies:
- Dennis (whom the GM hopes will still, somehow, become a villain :)), a genius whose friend Karen helps him in building and fixing things from junk.
- Lance (police contact; but this IS Lance so there has to be more to him than that :p)
- Benjy, a young telepath who idolized Arbiter and is still finding out what he is capable of.
- Justice Lad, a sidekick whose mentor is out of action for ridiculous lengths of time :)
Future plots:
- Bizarro defenders!
- Evil Twins. Because it has to happen.
- Alien invasion!
- The coffee shop expands :)
Assignment for players (and anyone else who wants to help):
The Second Cup shop is going to be a hero hang out, in and out of costume. If staff guess who the heroes are, they will naturally tell no one. (This IS 4 colour, and there are benefits to it). As such, it's going to have a lot of third-tier heroes in it, and the GM can't be bothered to make 'em all up. So toss some up in comments here or on forum. You don't need to detail them, stats wise: it's more a matter of power and description -- some of them might even be allies, sometimes.
(1) insert obligatory Mitch reference here.
To whit:
- So far, we have NOT broken away from 4 colour(1) though the notion that the AI is trying to look for/build a mate was close.
- The game's moved from 2 people to, possibly, 4. Which will take some getting used to but shouldn't be impossible to manage. Having Fen's pc as a hero-in-training/teaching is a fun aspect to things, too.
Current plots:
- One AI, who is kidnapping humans for nefarious purposes and has made bothering the PCs into a hobby for what is, in AI terms, a few million years.
- F.R.O.G, a supervillain team who use frogs and -- okay, they're not really a threat, but they can dream :)
- Chris & Magnificent Man - Superhuman brothers, one of whom can mimic powers, the other who likes to annoy just about everyone.
- Government agents in Purple Suits. Goals unknown at present, but they seem to be in charge of monitoring superhuman activity.
- Regular government agents with terminator robots, who seem to want Arbiter and call themselves the Earth Defense League.
- Doctor Despair, who has yet to show up to more than NPCs, and seems to be on a warpath for Thaumaturge and Arbiter's real names and locations for unknown reasons, but likes to scare people with illusions.
- There are also the Haud, an alien species that is likely coming to earth to invade and Arbiter promised to aid the dinosaurs against their former masters. They are, according to Tumbler, VERY bad news.
- The Tastemaster, a villain connected somehow to the CIA (Culinary Institute of America) and has hired people to steal hard drives from their and arranged for the entire building to be blown up. Has, via a proxy, made all food in the city taste like broccoli for one hour, and his (or her) long term plans remain a mystery.
- The Living Pyramid, a ... living pyramid (surprise!) who tried to destroy the city to prove his masters thesis was correct. Shoved into a future with robocops by Thaumaturge.
- The hingari, an alien shape shifting species who disguised themselves as all the hot dog vendors in the city and were discovered entirely by accident.
- As well, The Second Cup coffee shop downtown is working on becoming a hangout for heroes and the heroes have a base (well, a blimp :)) that seems immune to alterations in time.
Currently, Arbiter has gone through a portal to another world.
So far, the city has been invaded by the undead, snowed in, telepathically assaulted and had stuffed bears summon forth their god to eat the world on the PCs watch. It can only make them wonder the kinds of stuff Captain Victory deals with :)
Allies:
- Dennis (whom the GM hopes will still, somehow, become a villain :)), a genius whose friend Karen helps him in building and fixing things from junk.
- Lance (police contact; but this IS Lance so there has to be more to him than that :p)
- Benjy, a young telepath who idolized Arbiter and is still finding out what he is capable of.
- Justice Lad, a sidekick whose mentor is out of action for ridiculous lengths of time :)
Future plots:
- Bizarro defenders!
- Evil Twins. Because it has to happen.
- Alien invasion!
- The coffee shop expands :)
Assignment for players (and anyone else who wants to help):
The Second Cup shop is going to be a hero hang out, in and out of costume. If staff guess who the heroes are, they will naturally tell no one. (This IS 4 colour, and there are benefits to it). As such, it's going to have a lot of third-tier heroes in it, and the GM can't be bothered to make 'em all up. So toss some up in comments here or on forum. You don't need to detail them, stats wise: it's more a matter of power and description -- some of them might even be allies, sometimes.
(1) insert obligatory Mitch reference here.
Wednesday, April 25, 2007
DEFENDERS: THE MANIFESTO
This is, basically, a guideline/my thoughts ON the silver age and what superheroes are meant to be. Debate it in the forum (will be cross posted) and such :)
When we light a candle, we say to darkness: "I beg to differ"
"Silver age" is, after all, just a concept. So here are some worlds to put behind it, to get a feel for the setting, for the kind of character PCs are.
Heroism is, basically doing the right thing. It's hanging on that moment longer, protecting the innocent and serving others. It's about the kind of people who would be heroes even without powers, because they are kind and decent people.
It's about character. Honour. Integrity. The responsibility of being role models as you are, the weight that goes along with that -- of accepting it, but never giving into it, because you are needed. Even if you're hated, or feared, or people turn against you, you don't stop -- because it's about doing what is right, about being a hero no matter what the odds.
It's not taking leaps off the edge of what you know, but standing there to face the darkness, stare at your own demons if need be, and draw a line in a sand. And say to it: "No further. You will not come this point." And standing, and holding it back, if only for another day.
It's about optimism, and the future, and love, and hope, and all those values that are harder to hold to now than they were in the silver age but more important than ever. It's about the possibility of redemption, and the power of compassion.
Because the world isn't Us and Them. It's ALL us, even the ugly parts people don't like to admit. People need heroes, for much the same reason they need gods: to help them believe the world is truly the wonderful place it's advertised as being. And while you can't be everywhere, can't do everything, you do what you can and hope it's enough, sacrificing to a cause greater than yourself, to humanity, because people can be good ...
and because, of all powers, the one that truly matters is hope.
"Silver age" is, after all, just a concept. So here are some worlds to put behind it, to get a feel for the setting, for the kind of character PCs are.
Heroism is, basically doing the right thing. It's hanging on that moment longer, protecting the innocent and serving others. It's about the kind of people who would be heroes even without powers, because they are kind and decent people.
It's about character. Honour. Integrity. The responsibility of being role models as you are, the weight that goes along with that -- of accepting it, but never giving into it, because you are needed. Even if you're hated, or feared, or people turn against you, you don't stop -- because it's about doing what is right, about being a hero no matter what the odds.
It's not taking leaps off the edge of what you know, but standing there to face the darkness, stare at your own demons if need be, and draw a line in a sand. And say to it: "No further. You will not come this point." And standing, and holding it back, if only for another day.
It's about optimism, and the future, and love, and hope, and all those values that are harder to hold to now than they were in the silver age but more important than ever. It's about the possibility of redemption, and the power of compassion.
Because the world isn't Us and Them. It's ALL us, even the ugly parts people don't like to admit. People need heroes, for much the same reason they need gods: to help them believe the world is truly the wonderful place it's advertised as being. And while you can't be everywhere, can't do everything, you do what you can and hope it's enough, sacrificing to a cause greater than yourself, to humanity, because people can be good ...
and because, of all powers, the one that truly matters is hope.
Monday, February 26, 2007
Anime-ish Overkill Game - Thoughts
It has been suggested that a game be ran in #game1, ergo here are some thoughts on the aforementioned idea, known as "an amine/manga game", hereafter referred to as "the game". The court notes the following, but in readable prose in direct contravenence to the rules, forthwith ignoring that neither contravenence nor contravenance are actually proper derivatives of contravenes:
1) A maximum of Three (3) players would be allowed, owing to reasons of sanity and genre. A dramatic disparity in powers among the PCs (say, 1-2 sidekick/ally types to the MC) is possible if the players agree to such.
2) Anime characters tend to be defined by their flaws inasmuch as their strengths. (In many ways, they tend to be the same thing.) PCs in the game will require, per Beagle, "great sorrows and great joys, or half of their greatness goes unnoticed". Also, anime heroes tend to Excel at One Thing, to the expense of other things. This isn't always good, and limiting - which is probably the point.
3) Characters need to be made by group effort between players and the GM. Are they siblings? Friends? Wife and husband? Parent and child? etc. In addition to this, genre (for game) and setting need to be figured out.
Just my first basic thoughts on the conundrum.
1) A maximum of Three (3) players would be allowed, owing to reasons of sanity and genre. A dramatic disparity in powers among the PCs (say, 1-2 sidekick/ally types to the MC) is possible if the players agree to such.
2) Anime characters tend to be defined by their flaws inasmuch as their strengths. (In many ways, they tend to be the same thing.) PCs in the game will require, per Beagle, "great sorrows and great joys, or half of their greatness goes unnoticed". Also, anime heroes tend to Excel at One Thing, to the expense of other things. This isn't always good, and limiting - which is probably the point.
3) Characters need to be made by group effort between players and the GM. Are they siblings? Friends? Wife and husband? Parent and child? etc. In addition to this, genre (for game) and setting need to be figured out.
Just my first basic thoughts on the conundrum.
LOLAD 2: Rules Changes
LOLAD2 BESM will differ from standard in some regards.
To whit, character advancement.
AP and SP are given out, as normal.
BUT! It requires 3-5 AP to increase Body, Mind, or Soul and ditto for removing Defects. The latter MUST be RPed as well. Failure to do so leads to the high end of the spectrum, or GM fiat saying: "No, you can't remove that." For stats, you need a 2 (Or more) to justify spending the points to increase the stat. Stats won't be allowed higher than 8, ever. Skills, otoh, can go higher than 6 with GM permission.
Now, I sleep!
To whit, character advancement.
AP and SP are given out, as normal.
BUT! It requires 3-5 AP to increase Body, Mind, or Soul and ditto for removing Defects. The latter MUST be RPed as well. Failure to do so leads to the high end of the spectrum, or GM fiat saying: "No, you can't remove that." For stats, you need a 2 (Or more) to justify spending the points to increase the stat. Stats won't be allowed higher than 8, ever. Skills, otoh, can go higher than 6 with GM permission.
Now, I sleep!
Labels:
BESM,
character creation,
House Rules,
LOLAD2
Sunday, February 25, 2007
LOLAD 2 Design Notes
Consider a world where weres and vamps DO walk around and live out in the open, no longer hiding. A world where life and death walk among the living and the dead ands gods and magic can be real - for a price. The freedom to be part of the human world again came at a price: fear, mistrust, loathing, desire. The were wanted it, the vamps did not.
Hence the war heating up, over ideology and the end result being that the winner is whoever is left standing. The attrition rate of vampires has risen to staggering levels, weres are kidnapped to be used to find cures for diseases, and the fae - broken and shattered - wander a world of iron and death, without a place to call their own.
It's not a good time to be supernatural. Neither is it a good time to be normal: You're weak, inferior and not believing in the supernatural becomes harder every day as the war encroaches on the mundane world steadily to blood and screams and spells.
This isn't a post-apocalyptic game. The apocalypse happened; the world went on, mostly as normal. Well, for those who value normal. Real magic isn't spells or potions or powers: real magic can nothing on the extent people will go to protect their traditions and illusions. The PCs are living proof this illusion is a lie, and such things aren't liked. Which puts it mildly :)
In the end, the PCs need to find a way to make the world accept them. Killing all the monsters won't do it. Becoming a monster can't. The world keeps changing, and is never want we desire it to be but we still have to find a place to live in it, make a place to call our own. That's the best that can be hoped for, in this life. To dare for more is, of course, what PCs are about...
Hence the war heating up, over ideology and the end result being that the winner is whoever is left standing. The attrition rate of vampires has risen to staggering levels, weres are kidnapped to be used to find cures for diseases, and the fae - broken and shattered - wander a world of iron and death, without a place to call their own.
It's not a good time to be supernatural. Neither is it a good time to be normal: You're weak, inferior and not believing in the supernatural becomes harder every day as the war encroaches on the mundane world steadily to blood and screams and spells.
This isn't a post-apocalyptic game. The apocalypse happened; the world went on, mostly as normal. Well, for those who value normal. Real magic isn't spells or potions or powers: real magic can nothing on the extent people will go to protect their traditions and illusions. The PCs are living proof this illusion is a lie, and such things aren't liked. Which puts it mildly :)
In the end, the PCs need to find a way to make the world accept them. Killing all the monsters won't do it. Becoming a monster can't. The world keeps changing, and is never want we desire it to be but we still have to find a place to live in it, make a place to call our own. That's the best that can be hoped for, in this life. To dare for more is, of course, what PCs are about...
Saturday, February 24, 2007
Some Notes towards LOLAD2
Starting point breakdown (BESM 2):
13 CP for stats.
10 CP for abilities.
30 SP for skills.
No more than 5 points total in defects.
Items of Power and the Magic attribute ARE allowed, within reason. Ditto with Dynamic Sorcery, though to get that you *must* take sixth sense (magic). Additional points (up to 5) can be gained via background stories, in depth backgrounds etc. The additional points CAN violate the above limits for stats and abilities.
Things to keep in mind: The game is set in a city (Location undecided; population ~200,000 people.) The PCs are humans* with a touch of the other who have been recruited - by choice or against their will - by the homeland security neighbourhood watch branch, to try and keep thep the city from being torn apart by the lords of life and death.
You're human - mostly - vastly outlcassed and outnumbered and outgunned. But somehow you have to prevent the city from being destroyed like Trail and Los Vegas and Los Angelas have been so far. You're about the only hope people have, as much as they hate admitting it, and by far the lesser of two evils.
Setting: Post end of the world. The world ended when the Summerland was destroyed in an effort to murder the Adversary. It worked, at the cost of a goddess, much of a town, and an entire were pack. A few survived, some as rumour, other as fact. Details vary, and the truth remains elusive.
Save that the world ended and magic has returned to the one that followed. We're living in the utopia, the post-Ragnarok, the earth after Christ's Second Coming (not only female, but clawed) brought down the Satan of science and ushered in a new era of magic. The world has changed, but many things are the same. A large number of people don't believe the world even ended, no matter if the old dead return and visit them or old gods waken to new power.
It was the end of the world, but somehow life continued on as normal. Bit of a letdown, really. But there is magic, and it's new and wild and the old times of darkness and burning witches have returned as the nights become things to fear again and the cold and bloody war between the were and vamps spills over into the common world of the living and the dead.
The casualties mount. Humanity is no longer fittest, may not survive. Heroes are needed, but this isn't an age of heroes. You've been drafted. Welcome to the world you helped create.
13 CP for stats.
10 CP for abilities.
30 SP for skills.
No more than 5 points total in defects.
Items of Power and the Magic attribute ARE allowed, within reason. Ditto with Dynamic Sorcery, though to get that you *must* take sixth sense (magic). Additional points (up to 5) can be gained via background stories, in depth backgrounds etc. The additional points CAN violate the above limits for stats and abilities.
Things to keep in mind: The game is set in a city (Location undecided; population ~200,000 people.) The PCs are humans* with a touch of the other who have been recruited - by choice or against their will - by the homeland security neighbourhood watch branch, to try and keep thep the city from being torn apart by the lords of life and death.
You're human - mostly - vastly outlcassed and outnumbered and outgunned. But somehow you have to prevent the city from being destroyed like Trail and Los Vegas and Los Angelas have been so far. You're about the only hope people have, as much as they hate admitting it, and by far the lesser of two evils.
Setting: Post end of the world. The world ended when the Summerland was destroyed in an effort to murder the Adversary. It worked, at the cost of a goddess, much of a town, and an entire were pack. A few survived, some as rumour, other as fact. Details vary, and the truth remains elusive.
Save that the world ended and magic has returned to the one that followed. We're living in the utopia, the post-Ragnarok, the earth after Christ's Second Coming (not only female, but clawed) brought down the Satan of science and ushered in a new era of magic. The world has changed, but many things are the same. A large number of people don't believe the world even ended, no matter if the old dead return and visit them or old gods waken to new power.
It was the end of the world, but somehow life continued on as normal. Bit of a letdown, really. But there is magic, and it's new and wild and the old times of darkness and burning witches have returned as the nights become things to fear again and the cold and bloody war between the were and vamps spills over into the common world of the living and the dead.
The casualties mount. Humanity is no longer fittest, may not survive. Heroes are needed, but this isn't an age of heroes. You've been drafted. Welcome to the world you helped create.
Sunday, February 18, 2007
B3SM
Yes! a new game from Chaos`^!
B3SM is based on BESM V3.0, released in January!
B3SM(1) will be based on a space opera setting, your PC has decided to join a group of mercenaries and invest in a space ship together to go out and have some hella fun!
Here is the character creation information, watch the topic in #game1 for a standard character sheet that chaos is designing. For now, I want you to think about what kind of character you want.
Before we begin, let's talk about character points. Your character will start with 230 character points. You may gain 1-5 character points by: writing a background of the character (such as a timeline, background story, etc.) Writing a short story with your character (or another person's character for other players) in it (help ME develop the universe, think of some ideas of things that you want to see, and then get your character involved!) Draw your character, or other characters for other players. Develop a character "Soundtrack" to show the mood and tone of your character's personality. Make a character specific "Fansite" with special stats of the character, such as a short bio, the characters bloodtype, zodiac sign, etc. (note bloodtype is a japanese superstition, check wikipedia.) Websites should be done "In character" so feel free to make a 'futuristic' website. I'm sure all of you have at least ONE of these skill sets to get more character points, plus you can help others by using your skills to further their character concept. But be sure to get the other players permission before making and/or submitting anything about their character. (If you're not quite sure what your character is going to be like until after you've made him, but want the points NOW then feel free to make a commitment to create extra content, but if I don't receive the content by game time the character will be modified by MY discretion.
And above all, you will get extra character points by COLLABORATING with other players! This is a team effort, so talk to other players , tell me how your character relates to other characters, what makes you different, how did you meet, etc. Your skills are not going to be secret to other players unless you buy the unknown ability, then it will be secret to even you! Don't hide your abilities, I want a balanced team so talk to each other!
Please use the board to talk to other players, and feel free to use IRC as well. I will only accept 5 players max, since I can't handle any more than that. Please talk to me about joining.
B3SM is based on BESM V3.0, released in January!
B3SM(1) will be based on a space opera setting, your PC has decided to join a group of mercenaries and invest in a space ship together to go out and have some hella fun!
Here is the character creation information, watch the topic in #game1 for a standard character sheet that chaos is designing. For now, I want you to think about what kind of character you want.
Before we begin, let's talk about character points. Your character will start with 230 character points. You may gain 1-5 character points by: writing a background of the character (such as a timeline, background story, etc.) Writing a short story with your character (or another person's character for other players) in it (help ME develop the universe, think of some ideas of things that you want to see, and then get your character involved!) Draw your character, or other characters for other players. Develop a character "Soundtrack" to show the mood and tone of your character's personality. Make a character specific "Fansite" with special stats of the character, such as a short bio, the characters bloodtype, zodiac sign, etc. (note bloodtype is a japanese superstition, check wikipedia.) Websites should be done "In character" so feel free to make a 'futuristic' website. I'm sure all of you have at least ONE of these skill sets to get more character points, plus you can help others by using your skills to further their character concept. But be sure to get the other players permission before making and/or submitting anything about their character. (If you're not quite sure what your character is going to be like until after you've made him, but want the points NOW then feel free to make a commitment to create extra content, but if I don't receive the content by game time the character will be modified by MY discretion.
And above all, you will get extra character points by COLLABORATING with other players! This is a team effort, so talk to other players , tell me how your character relates to other characters, what makes you different, how did you meet, etc. Your skills are not going to be secret to other players unless you buy the unknown ability, then it will be secret to even you! Don't hide your abilities, I want a balanced team so talk to each other!
Please use the board to talk to other players, and feel free to use IRC as well. I will only accept 5 players max, since I can't handle any more than that. Please talk to me about joining.
Saturday, February 17, 2007
On gaming (or: where Alcar and Uncle Figgy don't see eye to eye)
So, I was re-reading Ucle Figgy today, and got to wondering about the Mad Gamer. It's not that I have a problem with it, per se, only that it helped me to realize some things I found interesting. Others may, or may not, but here goes:
Role playing IN CHARACTER is good. As a GM, I love it when players love a game and do so. But there are limits. As a gamer who GMs far more than I play, I tend to consciously makes PCs in larger games that fit the game as best I can. (I tend to get more experimental in one-shot games :)) I won't go and make a loner or power gamer. I'll play in character, but only to a point.
The point being where the game stops being fun for someone else. Such as killing their PC or doing things just to annoy people. Saying "But it's what my character would do!" only strikes me as an excuse for not really role playing. It's about MORE than just being your character. I'm the player as well, and actions have consequences.
The mad gamer can be fun. I've done it and quite enjoyed it, but - there's always a but. There's a point where anything goes too far, and it's always good - imo - to know where that is, and to reign your character (and yourself) in. Amusingly, I tend to be better at this while playing than GMing {Cf. La Fin 2 and Peter Pan, and the taking of ideas to logical conclusions :p}.
I suspect part of the problem is that I've GMed too often, and not played near as much. For me, it's not a problem. I like GMing. But reading the guide and finding out where I clash with "Figgy" is interesting. I have to wonder if this makes me a better GM than player, that I always keep myself a couple of steps removed from a character and temd to go on what is good for the GM/Game rather than "What is good for my character?" if push comes to shove.
Is it good? I don't know. I like challenging systems, fun games, and challenging a GM (sometimes just to accept the character I made), but there's always a line I try and draw between character and player, between acting in character and screwing other people over.
I'm not sure either view is right. Perhaps I'm just confused. Anyone else read it, and any views of their own?
Role playing IN CHARACTER is good. As a GM, I love it when players love a game and do so. But there are limits. As a gamer who GMs far more than I play, I tend to consciously makes PCs in larger games that fit the game as best I can. (I tend to get more experimental in one-shot games :)) I won't go and make a loner or power gamer. I'll play in character, but only to a point.
The point being where the game stops being fun for someone else. Such as killing their PC or doing things just to annoy people. Saying "But it's what my character would do!" only strikes me as an excuse for not really role playing. It's about MORE than just being your character. I'm the player as well, and actions have consequences.
The mad gamer can be fun. I've done it and quite enjoyed it, but - there's always a but. There's a point where anything goes too far, and it's always good - imo - to know where that is, and to reign your character (and yourself) in. Amusingly, I tend to be better at this while playing than GMing {Cf. La Fin 2 and Peter Pan, and the taking of ideas to logical conclusions :p}.
I suspect part of the problem is that I've GMed too often, and not played near as much. For me, it's not a problem. I like GMing. But reading the guide and finding out where I clash with "Figgy" is interesting. I have to wonder if this makes me a better GM than player, that I always keep myself a couple of steps removed from a character and temd to go on what is good for the GM/Game rather than "What is good for my character?" if push comes to shove.
Is it good? I don't know. I like challenging systems, fun games, and challenging a GM (sometimes just to accept the character I made), but there's always a line I try and draw between character and player, between acting in character and screwing other people over.
I'm not sure either view is right. Perhaps I'm just confused. Anyone else read it, and any views of their own?
Labels:
bugged,
character types,
Gaming,
uncle figgy
Monday, February 12, 2007
Character Advancement in Urdu
This is just a note for players as to how advancement shall work.
Each player will get 1 Experience Point per official session they make, IF they make it on time (with up to 1/2 an hour leeway, if the GM feels generous). Said EP will be handed out from now on at the start of the session. Other EP will be added on a case by case basis via msg, and for group if Certain Obstacles/Goals are reached or overcome or created.
How Advancement Works
10 EP = 1 die can be advanced/created.
EP can be spent as 10 EP = 1 increment. This works as: Get a new 1d6 ability or increase an existing one. Existing abilities are XdY (3d6, say) where X is skill,and Y is power. You could increase the 3d6 to 4d6 OR 3d8. I hope this clarifies things.
Additionally, 1-2 EP can be spent to reduce the severity of a wound and/or speed up healing. Alternate uses include increasing willpower to resist become Syble's slave and such :) Shall pretty much be a case by case basis.
NOTE: The automatic 1 EP only applies to official sessions. EP may be handed out for unofficial ones, but may not. It will also be handed out for Cool Stuff, at GMs discretion.
ADVANCEMENT TO DATE: We have had 14 sessions. Since no one really kept track of things, assume each PC has 12 EP to date. I am NOT going to keep strict track of EP for the game, and assume players will be honest.
Each player will get 1 Experience Point per official session they make, IF they make it on time (with up to 1/2 an hour leeway, if the GM feels generous). Said EP will be handed out from now on at the start of the session. Other EP will be added on a case by case basis via msg, and for group if Certain Obstacles/Goals are reached or overcome or created.
How Advancement Works
10 EP = 1 die can be advanced/created.
EP can be spent as 10 EP = 1 increment. This works as: Get a new 1d6 ability or increase an existing one. Existing abilities are XdY (3d6, say) where X is skill,and Y is power. You could increase the 3d6 to 4d6 OR 3d8. I hope this clarifies things.
Additionally, 1-2 EP can be spent to reduce the severity of a wound and/or speed up healing. Alternate uses include increasing willpower to resist become Syble's slave and such :) Shall pretty much be a case by case basis.
NOTE: The automatic 1 EP only applies to official sessions. EP may be handed out for unofficial ones, but may not. It will also be handed out for Cool Stuff, at GMs discretion.
ADVANCEMENT TO DATE: We have had 14 sessions. Since no one really kept track of things, assume each PC has 12 EP to date. I am NOT going to keep strict track of EP for the game, and assume players will be honest.
Labels:
character advancement,
character creation,
urdu
Friday, February 09, 2007
LestWe Forget (an Urdu post)
Because it seems necessary to state this again:
Barring PCs needing to do obvious things (get stuff, chat with other N/PCs etc.), keep in mind that Urdu is a group game; each PC is part of the whole and you can accomplish a lot more working together than apart. The fact that the PCs abilities are so varied (gifted and otherwise) is the sole reason no PC has died or come close yet :)
So! As a warning: If you miss a session, your PC is assumed to tag along listlessly and/or sleep through it/some other reason not to be there. Ask other players for details on what you miss, if your PC was present. As for the warning part, if your PC decides to wander off in session because the player (or character) are "bored", keep in mind that I have absolutely no qualms about killing the character off or at least seriously maiming them.
As the previous Urdu post stated, "Playing your PC as a loner/prima donna is not advisable and will lead to PC death." Consider this a one-time refresher. If things seem dull for your pc, interact with everyone else. If you wander off, it's your own damn fault and you can have fun making another character if that is your desire. But, on the whole, I'd rather avoid that. You knew what the game was like going in: hold to that.
Barring PCs needing to do obvious things (get stuff, chat with other N/PCs etc.), keep in mind that Urdu is a group game; each PC is part of the whole and you can accomplish a lot more working together than apart. The fact that the PCs abilities are so varied (gifted and otherwise) is the sole reason no PC has died or come close yet :)
So! As a warning: If you miss a session, your PC is assumed to tag along listlessly and/or sleep through it/some other reason not to be there. Ask other players for details on what you miss, if your PC was present. As for the warning part, if your PC decides to wander off in session because the player (or character) are "bored", keep in mind that I have absolutely no qualms about killing the character off or at least seriously maiming them.
As the previous Urdu post stated, "Playing your PC as a loner/prima donna is not advisable and will lead to PC death." Consider this a one-time refresher. If things seem dull for your pc, interact with everyone else. If you wander off, it's your own damn fault and you can have fun making another character if that is your desire. But, on the whole, I'd rather avoid that. You knew what the game was like going in: hold to that.
Sunday, January 07, 2007
Low Life Character Creation
So..... it won't be for a bit. But this idea was suggested, so is being incorporated. To whit:
PCs are BESM. This is the (tentative) breakdown of things
Stats: 13 points. No stat can begin higher than 5, including stuff from defects.
Attributes: 2 points.
Skills: 25 points. This includes PC hobbies etc. May use Teen Romance for theme, dunno yet though.
Powers: Option A) You pick one power, the GM randomly rolls the other power. It counts as 6 points, even if it goes over. Depending on how far over, the GM may add a defect.
Option B) GM roll entirely, player (and pc) have no idea. Counts as 6, even if goes over. No defects added, unless the player wants them.
Defects: 2 points. Defects CANNOT add to powers, point wise.
Caveat: Once you pick a method, you are stuck with it. Also, the list of powers the Gm rolls from won't include a) point amplifying abilities (magic, DS, items of power, mechas etc.) and b) crap (c.f. Extra Energy). Lastly, abilities WILL be concealable and your PC can get by as a normal human living a normal life.
Also, the character should be built around being a normal person. At least the first session (possibly more) will be dealing with a normal life, normal things and the like. Then the game is pretty much about what your PCs, average people that they are, do - if anything - with the gifts they end up with.
EDIT: Sparkie is now set up to roll abilities beyond the norm. I will do the roll, in secret, ensuring PCs don't overlap, and all powers begin at level 1 (unless the PC ends up with 2 really low level powers, in which case 1 (or both) could be level 2 - or even 3!) The PC - and player - will be unaware of the power. Once it manifests, the player is free to add special stuff to it (forcefields changed etc.) if they wish.
Initially, abilities are going to be unreliable and the strength (and duration) of them vary, for reasons ofperversity narration, and to keep PCs on their toes. There are plot reasons as well, but that's the biggy.
PCs are BESM. This is the (tentative) breakdown of things
Stats: 13 points. No stat can begin higher than 5, including stuff from defects.
Attributes: 2 points.
Skills: 25 points. This includes PC hobbies etc. May use Teen Romance for theme, dunno yet though.
Powers: Option A) You pick one power, the GM randomly rolls the other power. It counts as 6 points, even if it goes over. Depending on how far over, the GM may add a defect.
Option B) GM roll entirely, player (and pc) have no idea. Counts as 6, even if goes over. No defects added, unless the player wants them.
Defects: 2 points. Defects CANNOT add to powers, point wise.
Caveat: Once you pick a method, you are stuck with it. Also, the list of powers the Gm rolls from won't include a) point amplifying abilities (magic, DS, items of power, mechas etc.) and b) crap (c.f. Extra Energy). Lastly, abilities WILL be concealable and your PC can get by as a normal human living a normal life.
Also, the character should be built around being a normal person. At least the first session (possibly more) will be dealing with a normal life, normal things and the like. Then the game is pretty much about what your PCs, average people that they are, do - if anything - with the gifts they end up with.
EDIT: Sparkie is now set up to roll abilities beyond the norm. I will do the roll, in secret, ensuring PCs don't overlap, and all powers begin at level 1 (unless the PC ends up with 2 really low level powers, in which case 1 (or both) could be level 2 - or even 3!) The PC - and player - will be unaware of the power. Once it manifests, the player is free to add special stuff to it (forcefields changed etc.) if they wish.
Initially, abilities are going to be unreliable and the strength (and duration) of them vary, for reasons of
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