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For a while I’ve been wanting to put together a game that simulates that sub-genre of film represented by movies like Into the Night, After Hours, Desperately Seeking Susan, even Fight Club: an ordinary person, with an ordinary life, meets someone offbeat and gets thrown into an adventure. Sometimes this leads to something wonderful; sometimes it ends tragically. With a dose of inspiration from Primetime Adventures, Dirty Secrets, and Houses of the Blooded, here’s what I’ve cobbled together so far. Understand that this is a work in progress, all feedback is appreciated.

Yes, it’s meant to be absurdist, and convoluted. Heh heh.

There are at least 4 players. The game uses only six-sided dice. It is a cooperative game, where all players trade off roles and take turns being the gamemasters. Yes, plural.

You start with everyone rolling a d6. The player with the high result starts as the Protagonist, and names one thing about the character off the following list:

  • Name
  • Occupation
  • Notable Possession
  • Notable Relationship
  • Past Significant Event
  • Upcoming Significant Event
  • A goal

Go around the table until you’ve got at least one of everything. Everyone should be writing this stuff down. You don’t have to fill them out in order; the starting Protagonist player can name a notable relationship. You can have more than one of everything. It’s okay to give the Protagonist a pseudonym (a la The Narrator in Fight Club and XXXX in Layer Cake). Make a tent card with the Protagonist’s name on it. Make tent cards for Notable Relationships, too.

The remaining players roll again, and the high roll gets to start as the Wild Card character. The chaos factor. The one that tips the canoe. Go around the table and fill in all of the information you did with the Protagonist. Or, if you want it to be a mystery, leave it blank and write “d6″ instead of adding a detail. More on this later. No player can add more than one d6, so if it come around to you again you have to add a detail. you can add a d6 to something already filled in; he says his name is one thing, but the d6 by name indicates he has another name. Make a tent card for the Wild Card’s known name, if he or she has one; if not, write Wild Card for now.

Remaining players roll again. The high roll gets to be the starting Normal Gamemaster. The Normal GM runs the events of the Protagonist’s life as they’re meant to unfold, or as the unfold without him. Make a tend card for Normal GM.

Roll again, if more than 4 players. High roll is the starting Chaos Gamemaster. This person runs the events of the Wild Card’s life, and how they overlap with the Protagonist’s normal life. Make a tent card.

If more than 4 players, don’t worry. They’ll get a chance.

The Normal Gamemaster starts be describing a scene the Protagonist is in. something Normal. Boring. Working. Meeting with Notable Relationship to discuss Future Significant Event. Worrying about the ramifications of Past Significant Event. Hopefully, you get the idea. If you only have 4 players, the Chaos GM plays all of the Normal GM’s Notable Relationships and other NPCs (and vice-versa). If more than 6 players, the GM can assign characters to unoccupied players.The only caveat is that the Wild Card character is also on the scene for some reason.

Go around the table clockwise from there. It will play out in whatever random order people rolled to start. The Protagonist player describes what he’s doing, the Wild Card player describes what she’s doing, the Chaos GM describes something that happens based on the Wild Card player’s background. The only caveat for the Chaos GM is that the Protagonist has to get swept in somehow.

If a Significant Relationship character isn’t in the scene, that character gets a d6. Write it on the tent card.

After going around the table and everyone’s had a turn, pass all the tent cards to the left. Everyone changes roles. Roll d6s, and the person with the high number starts the next turn. Any player can change the scene at the end of a turn. If a Protagonist says he’s leaving and going somewhere else, he leaves and the Wild Card goes with him; the next GM describes what happens along the way, or when he gets there. If the Chaos GM is next, something related to the Wild Card character happens; if the Normal GM is next, something Protagonist-related happens.

This continues until either the Protagonist or Wild Card reach their goal first (if it gets confrontational) or they both reach their goals (if cooperative) or everyone’s dead. Whether it’s confrontational or cooperative depends upon how the story’s unfolding. If the Wild Card decides to screw over the Protagonist, well, we know how things are going to play out. If they get along, fall in love, whatever, it’s cooperative.

The parts to be worked out

Conflict. I want players to take sides and roll dice, adding them together, sort of like Primetime Adventures. Does the Protagonist get past the guard dog, get seriously mauled, or get comically bitten in the butt ruining his suit? Vote with your dice. Add them together, high total wins.

Tagging. The Significant Relationship that doesn’t show up keeps getting dice each turn they’re out. That means when they show up, it’s going to be in a big way. The Protagonist’s fiance, wondering why he’s not at the wedding rehearsal? The drug dealer that’s after the Wild Card? The longer it takes for them to appear, the worse it’s going to be. That player gets to blow all there dice to vote on how things are going to be. Yikes. Does it need a cap on maximum number of d6s?Only playtest will tell.

Reveals. All those blank spots on the Wild Card’s information sheet? If you tag one during a conflict, revealing a bit of information as a logical part of the conflict, you get that extra die. Only one per turn. So when the drug dealer shows up, and everyone’s been assuming the Wild Card is a pimp, the drug dealer’s player can say “Pimp? He’s not pimp, he’s the bus boy at the diner where you first met!” and get the D6 marked next to “Occupation”.

The basics are there. Any other thoughts?

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First, what you want to hear: the Role Play Media Network will survive the July 20th Ning-pocalypse intact. The only changes we intend to make are the ones Ning might require for migration to their paid hosting scheme. Aside from that, carry on as usual.

I’d like to apologize for keeping everyone in suspense about this, but we didn’t know ourselves until this morning. RPMN is an asset of UncleBear Media LLC. Because we’re just starting up and we have our fingers in so many pies, from RPG publishing to producing an indie film to possibly toy manufacturing (is that not public information yet? Oops.), our focus is understandably on stuff that makes money. The Ning bombshell blew a hole in our production schedule; we have plans for RPMN, but not just yet. We discussed ways to monetize it, but we’re not happy with those. I, personally, am not happy with those. I want it to be its own thing, not an UncleBear house organ. We could sell more advertising, there are various paid services we could add, we could beg for donations, but in the end we’re just going to underwrite it for now and figure out ways to make it financially self-sustaining later.

If you do want to help, what the Role Play Media Network really needs is fresh meat for the Brute Squad. We need more moderators to approve members and bring the banhammer down on spammers. The automated anti-spam tools work great, mind you, but clever people manager to get around it from time to time and need to be dealt with. There’s a thread on the RPMN forum where we’re recruiting. If you want to chip in a few bucks for costs, there’s also a donation tab, but we’re not actively begging for cash.

As for the future… stay tuned.

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Just as quick update: last night the cast did a table read of the completed script. We didn’t find any major story or continuity issues, just a few minor typos (one was “hold crap” where it should have said “holy crap”; write your own joke there). We managed to crack each other up. I hope viewers are half as amused as we are at our own efforts.

For those just tuning in, The Damage Patrol is a web series about a group of people who reunite after 15 years to fulfill their dream of making a public access comedy show — but this time, as a web series about a group of people who reunite after 15 years to fulfill their dream… you get the idea. It’s been described as “The Big Chill, but with geeks”. It was actually triggered by me coming back to Albuquerque after being away for over a decade, getting the gang back together, and trying to make the public access show we wanted to make 15 years ago, but this time as a web series.

We started off playing it out as a game of Primetime Adventures, which gave us solid structure and a good story outline as well as some great jokes. We took the notes from those sessions and hammered it into a script.

Now we go into pre-production. We have animation to do, original music to score, props to acquire, permissions to secure to shoot at a few locations, and all of that sort of stuff.

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While adventuring through time and space, you and your fellow travelers land on a long-lost research vessel parked near a singularity. You’ve got to avoid killer robots and a mad scientist to find out what really happened to the crew of this mysterious vessel before everyone and everything gets sucked into a black hole!

Redshift is a standalone adventure that includes all the rules needed to play, including pre-generated characters.

Coming in December from UncleBear Media. Written by Berin Kinsman. Artist TBD. 32 page PDF. Price: FREE.

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Your crew has been hired by an ambitious local baron to smuggle alcohol onto a “dry” planet for a shindig he’s hosting. A local law enforcement official is on the rampage, looking for his son’s runaway bride. When everyone’s paths cross, action (and hilarity) ensue.

Take a classic 1970s car chase movie. Toss it in a blender with a more recent space western franchise. File the serial numbers off and you’ve got Bandit Run, a stand-alone roleplaying adventure that includes all the rules you need, including pre-generated characters.

Coming in September from UncleBear Media. Written by Berin Kinsman. Art by Xose Lucero. 32 page PDF. Price: FREE.

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The complete first draft of the script is done. This Thursday the entire cast will do a table read, which will lead to some tweaks and tightening of the script, and then… then we get ready to go into production.

It’s been a long, strange trip so far, from friends reuniting in real life after a dozen years, to playing a Primetime Adventures game that was a fake reality show about our reunion, to turning the PTA game into an actual show. The script is touching, funny, and strange, and the show will be unlike anything any of us have seen before. It won’t be to everyone’s tastes, but that’s okay. We’re making it for us, and if we find an audience it’ll be with people who are as warped and geeked-out and world-weary as we are.

In a couple of weeks we’ll start casting for small roles, extras, and crew on craigslist. I’ll cross-post those listings here for those that are interested. We’re also going to be offering some select product placement opportunities to help finance production costs, mostly to rent equipment we can’t otherwise beg, borrow or, you know, borrow.

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File downloads are currently unavailable as we make some changes to the site’s infrastructure. The files, including Bad Attitudes, the Pulp Gear Archives, and other free resources, will be rolled out again in stages over the next couple of weeks. We apologize for any inconvenience.

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Pardon me, folks, I sometimes fail to notice immediate when people say nice things about UncleBear Media. It seems that DoubleZero has been getting some buzz of late. THANK YOU!

At Grognardia, James Maliszewski talks about That Legacy System and (at the very bottom of the article) expresses some enthusiasm for the upcoming DoubleZero.

DoubleZero also got name dropped on the All Games Considered postcast, which is an honor. Great podcast, if you’ve never checked it out.

We’re still a bit out from the release, but I’m glad some momentum is building. I promise that we’re going to do out absolute best to reward you enthusiasm and live up to your expectations!

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The Buffy the Vampire Slayer RPG will forever hold a place in my heart for one significant reason. It goes like this:

  • Buffy, you kick ass, so your stats and abilities will reflect that.
  • Angel, you’re a vampire, so all that stuff’s on your sheet.
  • Giles, you know a lot of stuff, so your numbers will show that.
  • Willow, you’re smart and know computers and learn magic, so your stats rock.
  • Oz, in addition to being Seth Green you’re also a werewolf. Stats and abilities woo!
  • Xander… um, yeah… here’s a huge sack of Hero Points to spend to save yourself. Oh, and here’s an eye patch for when those run out.

It’s the recognition that on television, in movies, in comics, on old time radio shows, in pulp novels, in literature, in every other medium except roleplaying games, all characters within an ensemble are not equal.

Let’s look at the prototypical adventuring party: The Fellowship of the Ring. Merry is not the same level as Aragorn. Merry and Pippin together aren’t the same level as Aragorn. Hell, Merry, Pippin, Sam and Frodo arguably add up to the same level as Aragorn. But in a game, everyone’s the same level. Why? Because it’s fair.

No, it isn’t. It’s not, it’s not, it’s not, and I’ll tell you why.

Game balance does not come from game mechanics.
Game balance comes the gamemaster. Game balance comes from every character having something appropriate to do. It means your wizard gets to do wizard stuff and your ranger gets to do ranger stuff and your slayer gets to do slayer stuff and your xander gets to do xander stuff. Seriously, even if all the characters are the same “level” (I use this term generically to include “built for the same number of points” or whatever the equivalent is in the game of your choice), if you run an adventure that’s thief-skill heavy and the wizard spends the night sitting in the back picking his teeth, it’s unbalanced and, I’ll say it, unfair. If you run a magic-heavy game and the fighter hold action for 47 rounds, it’s unbalanced and unfair. What does level have to do with any of this? Not a blessed thing.

Think about this: why can’t you run a game where one player is Doc Savage and the other players are his aids? Conventional wisdom says you can’t. It’s not right to let one player be a higher level than all the others. Why can’t you play Jack Bauer and another player be Kim, or Chloe (assuming, of course, someone actually wants to be Kim or Chloe)? The standard game design playbook says no way.

Let’s re-define fair. You want to play a hobbit. Okay. You realize that you’ll spend a lot of time screaming and running away, right? Well, denying you the opportunity to play the type of character you want would be unfair, so let’s do it. You over there, you want to play the Ranger-King? You do realize that in every fight you’re going to be the one getting the living crap beat out of him and that you’re going to be putting yourself in harm’s way to protect these other characters that can’t fight, right? That’s the character you want to play, it would be unfair thof me to not allow it. You all picked characters you want, knowing the drawbacks to each, so that’s fair. I’ll be fair and give everyone something to do each session. Fair? Fair.

Equality isn’t a number. Equality is how you treat people, even fictional people.

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Posts from the previous iteration of the UncleBear blog have now been restored! There’s still some cleanup to do, and categories and tags still need to be restored, but all of your favorite articles (and comments!) can be found by doing a site search.

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