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Browsing Posts published in February, 2009

SKETCH:Macabre

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Macabre is a free PDF game about quasi-historical witchcraft, using the SKETCH system. It’s yet another example posted by Jonathan Hicks to show how a setting can easily be put together using the rules. It’s only 14 pages, which as usual includes the full SKETCH rules. There are three modes of play: witchcraft is Evil, and must be destroyed; witchcraft is Good, and the players have to avoid getting killed for using it; and witchcraft is a tool and the players must stop its evil use. The PDF presumes the latter, and includes an adventure that incorporates this outlook. It also includes all of the NPCs (including demons) needed, and a full-page character sheet.

The document starts with a list of links to Wikipedia articles on witchcraft and related topics. This is good shorthand for the gamemaster, and a good tool for one-shot and pickup games. Rather than re-writing a lot of existing research, link to the info the gamemaster might need. It keeps the size of the PDF down. The one thing that grates is the disclaimer that the author is not teh evil and does not endorse witchcraft or magic. Why do roleplayers still insist on doing this? It’s a holdover fear from the 80s, I guess. No other medium does this. I don’t pop in a horror movie and have a disclaimer come on screen. You don’t pick up a Harry Potter book and see Rowling backpedaling and apologizing for her choice of subject matter. Some roleplayers still feel the need to be defensive, though. It bothers me because it sort of implies that you know you’re doing something wrong, even though you’re not.

The one add-on to Macabre rules not in the SKETCH core rules is a magic system. It’s a very freeform system: decide what you want to do, in line with the type of things historical witches were accused of. Roll against Sorcery. Take a point of Strength damage if the spell succeeds, to indicate that witchcraft is physically draining (no damage if the spell fails). That’s it. All descriptive, with a single pass/fail roll.

Overall, another good example of what can be done with SKETCH, and a complete game that can be run with little or no prep.

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The Savage Worlds Character Assistant, which can be used online or downloaded from Asmor.com, is a simple calculator for figuring how many points you’ve spent on Traits and Skills. It lists the five Traits, all of the Skills in the Savage Worlds Explorer Editions, plus slots where you can fill in your own Skills from other Savage Settings. It’s a nifty app for what it is, but it’s very limited. It does nothing with Hindrances, Edges or Powers, though, which I understand due to the vast number of them available, but it’s disappointing. This could be handled the same way the blank Skills are, with blank slots that can be filled in. All you’d need for Hindrances was a dropdown to select Major or Minor, and Edges costing 2 points each. Maybe it’s not there because the math on those is so simple, but it would make it useful. Another handy feature would be to calculate level based on the number of points spend. Then I could enter stuff for Wild Card NPCs and tweak things to fit the level I’m aiming for.

Of course, Savage Worlds is so simple that there really isn’t a desperate need for a point calculator. It’s good for organizing one’s thoughts, though, If I had the skills (and the time) I’d write an expanded version of the app that let me add the items mentioned above, as well as notes, and allow them to be saved or printed. In understand there is a commercial app that does this out there, but as a cash-poor gamer I don’t have the coin to drop on something like that. The Asmor app is handy for what it is, but I’d like a slightly more comprehensive free app.

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I’m a guest on the Pulp Gamer -  Out of Character podcast, episode 70, which you can download now. I plugged the RPG Bloggers Network, the Open Game Table Anthology (and the podcast challenge), and we talked a lot about roleplaying games, of course. The main topic was “More on Mechanics”  (which sort of sounds like “moron mechanics”) and when and how system matters. The Man, The Myth, The Legend Jason D. Corley and I talked a little about the Coyotes campaign. Don, Derek and Jeremiah are also up to their usual antics and talk about some board games, and the Mouse Guard RPG.

I’ll be appearing on more episodes in the future, providing reviews and contributing to conversations about print roleplaying game products.

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SKETCH:Blade Runner

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I’ve been a fan of Blade Runner since I first saw it in the theater during its original run. It had cool visuals, but it also had ethical and moral questions: what does it mean to be human, and who gets to make that decision? There’s definite roleplaying potential there, and Jonathan Hicks has chosen to explore it using Farsight Games’ SKETCH system. This unofficial 16-page free PDF, which includes the SKETCH system, presumes the players and gamemaster have seen the movie and are acquainted with the setting. Being familiar with the novel it’s based on, Philip K. Dick’s Do Androids Dream of Electric Sheep, is also recommended, and I assume knowing Dick’s themes and tone of writing would be helpful as well.

As with all SKETCH settings it’s intended for one-shot games, so it doesn’t give any more than what you need: suggested character types, equipment lists, and some adventure hooks. If you try to look at this as a fully-formed Blade Runner RPG, you will be sorely disappointed. It’s intended as an example of what can be done with the SKETCH system, how a gamemaster can use the format and simple rules to put together a game based on an existing film property. In that, it succeeds.

Buy Blade Runner on DVD

Buy Do Androids Dream of Electric Sheep

Download SKETCH Blade Runner

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I have long extolled the virtue of the Alphasmart: it’s cheaper than a laptop, it runs forever on AA batteries, it’s lightweight, it’s nigh-indestructable, and the only thing you can do with it is write, which means there are no distractions like email, Twitter, Facebook, or [INSERT YOUR LAPTOP POISON HERE]. It allows me to be a prolific blogger, because it don’t have any bootup time and I can write in snippets on breaks at work and in any free moment in front of the television or setting in a doctor’s office. However, there are times when the Alphasmart is neither the primary nor most intelligent choice for getting things done.

Right now, for instance, I’m writing this in a Tiddlywiki on my laptop. The Tiddlywiki is on a thumb drive that I can easily move between the laptop, my desktop computer at home, and the dumb terminals in the breakroom at work. There are multiple reasons I’ve chosen this solution over the Alphasmart. First, I’ve got a bunch of PDF files that I want to review and/or refer to for several posts I want to write, which also reside on the thumb drive. Writing on the Alphasmart would require lugging hardcopy printouts along, which would require a pointless waste of dead trees and ink.

Second, some of the things I want to write about require some internet research. One of the limitations of the Alphasmart is that you can’t load files into it. On a Tiddlywiki, I can cut and paste URLs I need to put into a post, as well as random bits of text I may want to quote or refer to. I can do this ahead of time, when I have internet access (no wifi on the laptop, believe it or not, and the dumbterms at work have blacklists and whitelists) . I can start “tiddlers” (files) for the articles I want to eventually write, and prep them with research, so when I am on the go I’ve got the info. I can also note the tiddlers to look up info I need when I do get access again.

Which leads into the next point: the Alphasmart is limited to 8 files. That’s fine, most of the time, but it’s a limitation when brainstorming. I can make an idea list in a Tiddlywiki and open a tiddler with just a title or a couple of notes. I can’t use up file slots on the Alphasmart that way, so I can either write down my ideas on paper (which invariable gets lost, or spread out among several places) or use one file slot for an idea list. A a tiddlywiki on a thumb drive allows for a portable, consolidated solution.

The final point I want to make is that a Tiddlywiki (or even a Word, OpenOffice or text file) can be a better solution for longer pieces that you want to craft over time. The Alphasmart only shows 4 or 6 lines of text (depending on the model), which is rough for editing purposes. It also ties up a file slot long-term, and the Alphasmart is best for very quick, commando-style blog posts that you can crank out in one sitting. I’ve started longer pieces on the Alphasmart, though, and dumped them into a tiddlywiki or other file when additional research is needed to complete it.

To sum up, if you want to be a reasonable prolific blogger and you’re strapped for time or find yourself on the move, look at using a combination of solutions. One size doesn’t fit all, and even a great solution now may not fit your needs as your circumstances change. The goal is to find whatever works to keep you writing, to remove obstacles and provide opportunities to get your thoughts and ideas down quickly and efficiently.

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My Dream Game Room

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My wife has agreed that when we hit the lottery and move into a larger house, I can have a game room. I’ve put way, way too much thought into what that would entail. I don’t really want a lot of weird or special equipment, but there are specific things and a specific layout that I’d put together.

First, it has to accommodate a solid conference room table. For a smaller group we can cluster at one end, but I want room for at least 8 people. I would want the entire table painted with 1″ squares, with some sort of sealant or laminate that would allow it to be drawn on with dry erase markers. Ideally, this pattern would look decorative when it wasn’t being used for that purpose, but I’d also like a nice table cloth to cover the whole thing, because (as you’ll see) I’d have other uses for the room.

There will be outlets in the floor under the table. There will be power strips installed under the tabletop, so if someone needs to plug in a laptop we won’t have cords all over the place or even underfoot while you’re sitting. I’ll put hooks underneath the tabletop as well, to swag those cords on.

There would be no chairs on one long side of the table. There would be chairs, stacked in a closet or utility room, but one side would be kept clear. That would be the side where people could walk freely to move miniatures and such, without bumping into each other. That would also be the side where the sofa goes. Not up against the table, but on that side of the room. Then, if playing a roleplaying game that doesn’t require minis, people who prefer to sit on a comfy sofa and people who prefer to set at a table could still interact.

There will be tray tables, so if people need additional space for books and gear while at the table or sofa they’ve got the room.

On the wall opposite the sofa will be the big-screen TV. This will never be on during a game, but if friends want to come hang out before, after, or in lieu of a game we could sit and watch a movie or some TV episodes or something inspirational to the game. Maybe even video games. It mentally ties into the game because you’re watching it in the game room. Yeah, I’m weird. Throw that table cloth on the big table and it can hold the pot luck stuff and party food.

There will be a stereo system. This will be in a cabinet where people have to make an effort to fiddle with it. This can be used for soundtrack music during games. To be used carefully so it doesn’t become a distraction.

Wifi server will be in the same cabinet as the stereo, if it’s in the game room at all and not elsewhere in the house.

There will be cork boards and dry-erase boards on the walls for maps and other drawings, maybe even to hang pics and posters inspirational to the games being run. It will also help the room look less empty and help with acoustics. I don’t want any “permanent” art on the walls. I want to reconfigure it for mood, based on the game being run.

Speaking of mood, lighting will be important. Good lighting over the table. A dimmer switch, because lowering the lights for horror games is cool.

There will be a walk-in closet with shelves where all of the games will be stored. This closet will have a door. Then there will be no shiny objects to distract people from the game, while still being handy to grab if needed for reference. Any props will be in here as well, along with candles (for mood lighting in horror games, duh).

Ideally, the room would have a separate entrance from the rest of the house. Then, if we’re gaming late, we don’t have to worry about tromping through the house and waking the wife. There will be hooks on the wall for coats, and a table specifically for dumping backpacks and other stuff. Then you don’t have to hassle with that stuff at the table.

There will be a sink with filtered water, a mini-fridge for beverages and perishable snacks, a microwave, and a large trash can. There will be a hot-air popper for popcorn, because the first person to burn popcorn in the microwave would lose 1,000,000 XP and be sacrificed to the dice gods. There will be a high-end coffee maker, another reason for the sink being there. This kitchenette area will also be well-stocked with napkins, paper towels, and coasters as well.

There will be a bathroom nearby. Probably not immediately adjacent to the room, because I want neither the distraction of someone’s personal effluvia nor the noise of the ventilation fan coming into the game room, but right down the hall is perfect.

Windows will be the long narrow horizontal ones found in basement apartments and doctor’s offices. I’m all for allowing natural light in, but having windows people can stare out of is a potential distraction.

The room would be painted in a pleasant, soothing color. A sage green, probably. Carpeted, for acoustics, but something easy to clean in the event of drink spills. If a non-gamer walked into the room it wouldn’t look like a game room, but gamers should find it comfortable, inviting, and functional.

Does anyone else have any suggestions, or thoughts on what would constitute your perfect game room? Post your ideas in the comments below.

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SKETCH: Echoes

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ECHOES is a free 20-page PDF sourcebook for SKETCH, designed and written by Jonathan Hicks, released through Farsight Games. It includes the SKETCH rules, so it’s a completely playable game with just this document. ECHOES (an acronym for Extraterrestrial Civilisations and Histories Office of Earth System) is a relatively hard scifi game about mankind’s exploration of space and its first encounters with extraterrestrial life. Except there isn’t any. There are dead cultures, ruins and and artifacts, but no aliens. We ARE alone. Using the Fold drive, which was salvaged from alien technology, ECHOES expands outward, looking for more artifacts.

There’s a single page on the timeline of space exploration in the setting, a list of the types of missions the ECHOES organization undertakes, a list of suggested player character types, and a list of settled systems and worlds. There’s an equipment list, and a list of NPCs. That’s it. All of the bare bones to run a game, right here, which is the point of the SKETCH system. It’s intended for one-shot adventure where the players and the gamemaster fill in the details, but it could easily be used for a shot campaign.

As an example of what can be done with SKETCH, it’s solid. I would have liked some more concrete plot hooks fir pick-up games, but it does what it says it does. With very little work, a gamemaster can come up with an adventure and players can put together characters and explore the mysteries of dead civilizations in space.

http://www.farsightgames.com/#/sketchsystem/4530546334

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Executive Decision

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Executive Decision is the free real-time RPG where you and other cabinet members pursue your own agendas in competition for the Commander-in-Chief’s trust. This is a game I’ve wanted to review (and possibly run a demo of) since last summer. I tried to get to it for Election Day, then Inauguration Day, but never got to it. I think we’re still early enough into the term of a new President that the game has special relevance.

In Executive Decision, players take the role of the President of the United States and his cabinet. they have exactly one (or two) hours to decide on the next steps to take on a crisis they’ve just learned about. The players first determine who is President (casting votes, if necessary) and then the President appoints each player to a specific cabinet position. Each cabinet position has agendas, and it’s the job of the player to push those agendas. There are five scenarios included in the game taking up 11 of the game’s 15 pages, and they’re printed backward. No one should read the scenarios ahead of time, until the President reads sections aloud, in a mirror, once the game begins. A timer needs to be set, and new developments occur that could be game changers. Each player has to asset their agendas on how to proceed at each new development. At the end of the designated time period, the game ends and the President must decide on what to do. Players are scored based on the number of facts they msade up turn out to be true, and which of their agendas were fulfilled.

The game is interesting because there are no cards, dice, or random factors. It’s very free-form. Based on some scenario information, each player is riffing and making up story elements to push the outcome their cabinet position supports. The President is ultimately the gamemaster. If everyone is in agreement, his job is to cast doubt and sew discord to get players fighting amongst themselves. He gets to decide the ultimate course of action, but he doesn’t get to make recommendations or push his own agendas. He can’t win, so he gets to decide who wins if players tie on points. .

Download Executive Decision

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Green Ronin’s Song of Ice and Fire RPG, based on the George R.R. Martin series of novels, is one of the most anticipated games of 2009. The get a feel for what the game will be like, I downloaded and read through the Quick-Start rules. It’s a meaty 36 pages, with a clean layout and plentiful illustrations that lead one to believe the fine core rulebook will be absolutely gorgeous.

The first section gives a brief history of the world of the Seven Kingdom. I’ve only read the first book, A Game of Thrones, but didn’t find any spoilers within. If you’re not familiar with the novels, there’s enough background here to get you started. If you are, you’ll get to see the setting with all but the broadest metaplot stripped out. As this is only the Quick Start, I have no idea if the background section will be more detailed and include synopses or spoilers for the novels.

The system is a die pool mechanic, using d6′s. You roll as many dice as you have in your pool, add them together, and try to beat a target number. The target numbers are in multiples of 3, with 3 being Easy, 6 Routine, and so on, up to 21 for Heroic. There is also a table to determine Degree of Success, based on how much you exceeded the target number by. There are various ways the character can get Bonus Dice to various pools. Those are rolled in addition to the pool, but the lowest dice equal to the number of bonus dice are discarded (i.e., if you roll 2 bonus dice, you discard the lowest 2 dice rolled). It feels like a bizarre melding of the Roll and Keep system from Legend of the Five Rings and 7th Sea, D20, and certain bits of Savage Worlds. It almost feels as if the designers really wished they could use the Roll and Keep system for this but couldn’t, so they hacked something together.

The combat system is nothing particularly new or innovated. Opposed rolls, weapons add Bonus Dice, armor reduces damage, and there are hit points (called Health here). It’s serviceable and familiar.

The Intrigue system is what I was most interested in, because the novels really are more about political squabbling, family drama, and interpersonal relationships than fighting. What they’ve done is turn it into a combat system, not terribly different from the Diplomacy/Persuasion/etc. rules found in D20 games. Determine what the other person’s Disposition is before the encounter. Decide what result you’re looking for (“Is the Lady having an affair with the Knight” or “Where has the Lord’s retainer hidden the gold”). You have an Intrigue Defense, which you use as armor against these attacks, and Composure, which is like hit points. Again, it works, but it’s not at all innovative or particularly satisfying.

The rest of the free PDF is a sample adventure, with six pregenerated characters and nice color maps. The adventure isn’t bad, obviously scaled back to serve as a demo. It’s about what one expects.

Overall, I found the Quick-Start rules disappointing. The books are about plots and conspiracies and Machiavellian manipulations, and I expected a system that would emphasize that. This could have just been a D20 product, maybe using Green Ronin’s True 20, without making the pretense of creating a new system. If they wanted to use a variant of Roll and Keep, they should have just pulled out the stops and written one rather than taking the bare mechanics of it and losing the flavor by grafting it onto a system that feels like D20 in a cheap disguise. The rules really feel like they were phoned in. I predict that this will be a game that will be awesome in the hands of a good gamemaster and good players who know and appreciate the setting. The system won’t matter as much as the background. It will be a pretty book, mined for ideas, but I suspect folks will adapt the material to other systems. An art book, perhaps a gazetteer of Westeros or an illustrated companion guide to the novels, would serve the same purpose. I can’t muster as much excitement for the system as I do for the setting, and that feels like a fail to me.

Buy Song of Ice and Fire RPG

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After hearing all of the hype about Alpha Omega, I downloaded the Core Rulebook Sample. The first thing I learned is that this isn’t any sort of quick-start rules or playable demo it is literally a collection of random pages from the core rulebook, meant to convey a bit of information about the setting and dazzle you with the artwork and graphic design. Yes, it’s very pretty, and I’m told the book is really more of a coffee table book than a traditional rulebook.

The setting is 200 years in the future, when two alien races allegorical to angels and demons come to Earth to use is as the battleground in their ancient war. So it’s kind of like In Nomine as space opera.There are some sample characters show, all of whom look cool and have big guns and fancy armor. It’s that sort of game. There’s information on arcologies, which leads me to believe that in the future of Alpha Omega everyone lives in arcologies. These, of course, are accompanied by still more color illustrations. It really looks more like it should be a video game than a roleplaying game.

Here’s what I know about the character creation system, based on the pages I got to see: Hit Points are called Health Pool. You can take things that look like disadvantages that give you a “CDP Refund”, which I’m guessing means “character development points” and that it’s a point/built system. The only bit of the combat system I saw was a page on Attack and Defense Basics. I read the sentance “A character’s Defense Rating is equal to half of his/her Reaction Tertiary Quality score.” and my head exploded. I read a bit more and couldn’t suss out what the core mechanic of the game is. There are pages on weilding magic, with lots of tables that make no sense without context, tables printed in red and yellow on a black background that gave me a headache.

The rest of the document is statistics on weapons and vehicles, with many pretty pictures, and a couple of pages of NPCs with block stats.

48 pages later, I really don’t know anything. The setting looks interesting but I have no real idea what characters do other than, I assume, fight in this war between the angel aliens and the demon aliens. I have no idea how the system works, other than it’s a point/build and there are pretentious-sounding figured statistics. If the draw is supposed to be the cool artwork, well, they have that. I don’t really fall into that category, so this sample PDF is a big FAIL for me. Nothing here to entice me to buy the game. All flash, no substance.

Buy Alpha Omega

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