Showing posts with label gumshoe. Show all posts
Showing posts with label gumshoe. Show all posts
Monday, February 25, 2013
The Joy of TV
Anyone who thinks I'm some sort of high falutin' intellectual doesn't really know me. Sure, I'm an elitist snob about a lot of shit, but I'm as shlubby about some things as anyone...especially when it comes to television.
As a child I didn't watch a lot of television...except when I did. My family never had "cable TV" when I was growing up which means (in the 70s and 80s) that we were limited to a grand total of five channels (which eventually increased to six with the advent of FOX). And my parents didn't allow a lot of television watching, even on the weekends. Now, during the summer when we kids were older (and left at home alone while the parents were both at work) the "TV gloves" came off and my brother and I would spend long hours catching up on the daytime TV watching...namely, old shows in syndication (many of which were black and white...like Perry Mason, the Beaver, My Favorite Martian, and Have Gun Will Travel...and all of which, even the color shows, had originally aired before we were born).
[well, those days of innocence are long gone, I'm afraid. When my child grows to an age where he knows how to use a remote control with impunity, I suppose I'll have to figure out how to lock the damn TV completely. Not just to keep him from watching violent shows and "Rated R" movies, but even daytime talk show hosts that are just...O Lord...just terrible and filled with the worst dregs society can dredge up. Maybe I just need to smash the cable box while I still have a chance!]
Anyhoo, while I got by in my early adulthood (till about age 26 or so) without actually owning a television, my lovely wife has turned me into a pretty serious TV watcher. Seeing as how we don't share any other hobbies (besides an enjoyment of other cultures when we can find the time and income to travel), it's the only relaxing pastime we can really share. Which is pretty f'ing sorry if you ask me (she's tried to play RPGs, she has, but I think that they scare her a little bit, to be quite honest), but there it is.
So I do watch a lot of TV...much more than I did in my 20s, or even my youth...and I even have shows that I like to watch that the wife doesn't. What I'd call "guilty pleasures," like Arrow, which is really not my wife's style at all. Usually, I watch it after she's already fallen asleep (On Demand)...but since I've discovered it I haven't missed a single episode. I just watched an episode and a half tonight.
But there are guilty pleasures, and then there are REAL guilty pleasures. The last couple weeks, I've started checking out this show called Supernatural that airs right after Arrow (and to which I got hipped by the trailers on the other show). Whereas I know the gist of Arrow (having been a Green Arrow fan) and have seen almost every episode (enough so that I can follow its convoluted, if somewhat simplistic plot), after three weeks I still really have no idea what Supernatural is about. There are two guys who are brothers or cousins or something that go around kind of investigating or hunting supernatural types (kind of like that show Grimm or something...I don't know), usually involving some sort of magic? in our present day and age. Maybe they're some kind of 21st century witch hunters or something? Except that they're kind of clueless half the time.
I really don't know...and I really don't care enough to bother finding out (by watching earlier shows On Demand or even reading the wikipedia entry on the show). I mean, it's not what I'd call "quality television" and it's not based on a particular IP in which I'm especially vested (like Arrow). I just refuse to waste that much time on it...but I've still been tuning in and checking it out. Why? Because...well, I don't know if I'm the real target audience for the show, but if I was a television writer, this is pretty much the show I would write.
I mean, it just seems to include a lot of the same quirky fantasy things I've been interested in, and it treats them in much the same way as I'd probably treat them, and it uses pretty much the same style of humor that I would use. Now a show like Psych (which I used to watch a bit and which I still think is damn funny) is right in my wheelhouse as far as hitting all the right notes and referencing all the same experiences and pop culture references I grew up with; i.e. I am the target audience of that show. But that's NOT the kind of television I would be writing myself. I'm not really clever enough, nor so interested in my own pop culture history that I'd put in the time and effort to write such clever scripts.
Supernatural isn't nearly as clever, but it's got clever enough bits...and the kind that I would think of adding if I was writing for TV...that it makes me feel like...well, I don't know really. A bit like I'm watching something I produced, maybe.
Anyway, it reminds me of a game I was working on awhile back (like last year)...a period game about witches and witchcraft set in the 1980s. It was a real, non-politically correct kind of game...basically one in which witches were fighting an underground battle against the evil forces of Reagan-era Republicans (yeah, it was really non-politically correct). It was also much more "indie" than anything else I've worked on in about five years (with the exception perhaps of DMI) being much more story-centric and much less B/X-style in crunch and mechanic. But as with many game projects, its currently gathering dust on a zip drive somewhere...and with TV shows like Supernatural, I don't really feel the need to dust it off anytime soon. It's like sometimes I think games like Trail of Cthulhu and The Esoterrorists have been created specifically because The X-Files is no longer airing on TV. I know that's a pretty random thought, but that's what I've been reflecting on this evening.
All right, all right...enough of this nonsense. Time to hit the hay...another busy day tomorrow.
Thursday, January 24, 2013
Ashen Stars – Indie Space Opera
[this post was written up back in..what…early November?
Maybe late October. Though it may not be entirely timely, I know SOME folks are
tired of reading superhero discussions…I thereby offer this up as “new content”
for the blog]
You know why people are crying out for space opera RPGs?
Because in the imaginary fantasy world of space opera, all your child care
needs are as simple as handing off your child to your portable android while
you and the wife are busy flying the rocket ship or fighting the forces of the
villainous emperor or making sure the color of your capes match that of your
ever-charged ray guns.
(*sigh*)
At least I live in a day and age where my ability to eat
is not based on my personal ability to cultivate crops or hunt the local
wildlife.
Ah, well…so in looking over my recent posts, I see I
STILL haven’t finished my “Benjamins” series, nor even yet posted my “offensive
post” (exactly 1500 words in length and only about half finished…ugh!). And yet
here I am with an urge to discuss my latest RPG acquisition and the points of
interest are directly related to these (un-posted) topics. What O What is one
to do in this kind of situation.
Press on, I guess.
Here’s the problem: I’m the only person I know that
actually owns these games. Which means that if I want to play one, I’ll
probably be the one introducing it and running it for folks. And in addition to
the normal headache of trying to interest non-interested parties in learning a
new RPG system (let alone getting them fired up and enthusiastic)
investigation-type role-playing really isn’t my thing. I like fantasy
adventure, not mystery solving. I suppose I’d be much more comfortable PLAYING
such a game (as a player myself) as opposed to running it…but there again I
have the issue of being the only person I know who even owns these books.
In other words, the usual issue.
Whatever…this isn’t just a woe-is-me post (really!); I’m
simply explaining my reservations at buying yet another GUMSHOE game. But Laws
and Kenneth Hite (the other main GUMSHOE designer) are excellent at what they
do and usually good for both insight and inspiration (not to mention good
reads) AND space opera has been my flavor-of-the-month for awhile now and I’m
trying to get my hands on as many different games of the genre as I can find.
So when Diego and I were in the game shop a couple days ago with a little extra
money, we picked up a copy (D really liked the pictures). My first impression?
Wow.
Laws doesn’t disappoint. Well, actually, he does disappoint (we’ll get to that in a moment) but his entry into the space opera
genre of RPG is one of the best I’ve seen. I mean it’s really got some good
stuff going on, and I’m not just talking about the artwork and layout and
writing (though those bits are pretty good, too).
[just by the way, did WotC ever carry an original SciFi
setting for D20? I know they did Star Wars, and I seem to recall a D20 Future
game, but was there ever anything more “space opera” specific? Just
wondering…having had my fill of D20 I sincerely doubt I’d ever buy such a
thing; it’s a question of curiosity]
Laws, like Bezio, takes a lot of the same design tactics
I was using myself when attempting to design a space opera RPG…in fact, if you
were to remove the unique settings and splice Ashen Stars together with
X-Plorers, you’d have a (very) rough approximation of the direction I was
going, pre-DMI. My problem, though, was in my attempts to “pull it all
together,” and the way both Mr. Bezio and Mr. Laws manages to do so is by
adding specific space opera settings to their games, something I was extremely
loathe to do (I was shooting for a more “generic” space game with an “add
setting to taste” sensibility…in the end it hamstrung my efforts).
This is actually something that would make sense more (to
my readers) if I’d bothered to do the original posts on Action/Reaction and
Benjamins/Motivation. I know, I know…cryptic references to un-published blog
posts really don’t really help explain anything, but without going into to
great of detail:
- Player behavior can be self-motivated or GM motivated
- Self-motivation is better but requires tricky game design
- A strong theme can keep players on the same page
- Most games take this shit for granted
But MEANWHILE let’s just grapple with Ashen Stars; here’s
the basic premise:
- The setting is a multi-(alien)-culture galactic quadrant that is a few years removed from an interstellar war (THIS, by the way is new…I usually classify space opera in three ages: Golden Age, Age of Corruption, and Age of Strife (war). What Laws does is find a fourth stage to the cyclical space opera paradigm following Strife but precursor-ing the new Golden Age…call it an Age of Reconstruction).
- Characters are all members of the LASER profession: highly competent individuals acting in a capacity of mercenary troubleshooters/detectives/peacekeepers in the absence of strong government/law enforcement due to the aforementioned war.
- The PCs are all members of the same ship crew. PCs pick their ship and customize it, then have to upkeep it by accepting and fulfilling contracts (“missions”). Most normal GUMSHOE procedures regarding investigation and task resolution applies.
- Characters main driving motivation is one of Reputation: being successful LASERS and handling things in an altruistic or heroic fashion increase their Rep while being scumbuckets (acting in selfish or homicidal fashion) will lower Rep. Having a low rep means time between lucrative contracts is increased, meaning characters can run low on money and fail in the upkeep of their ship and equipment leading to a reduction in their personal (and ship) capabilities.
And if they stopped right there that would be a good
enough AND cool enough game. However, in emulation of the genre (especially such
serial shipboard trouble-shooting TV shows as Star Trek or Firefly), Mr. Laws
oversteps in his design process, with (to my mind) nonsensical results.
[by the way, there’s a lot of other neat stuff I’m
leaving out: like the various races/species, the classifications of lifeforms,
the various cyber-enhancements, etc. all of which are cool and well-thought out
and neater-than-your-average-inside-the-box-RPG. But those things aren’t
pertinent to this discussion. However, I’d strongly recommend purchasing or thumbing
through a copy if you’re into “cooler-than-usual” space opera weirdness. Lots
of stuff worth stealing for your own game even if you don’t want to play in the
world of Ashen Stars]
The over-stepping is with regard to Drives and “arcs”
(both story and personal) which are “personality mechanics” even less useful
than “alignment” in a standard D&D game. And I’m talking about usefulness
with regard to mechanics and effective game design.
The funny part is I went through the exact same thought
process with my last couple games, especially with my space opera game. Hell, I
even called these character motivations “drives” in my game, too…and while mine
were based on Jungian (astrological) archetypes, I still ended up with a lot of
the same ones (duh…there’s a reason they’re archetypes). However, while mine
have mechanical effect (and fail to work in practice), Laws’s Drives have
almost ZERO mechanical effect…and appear to fail in practice.
[I say “appear to fail” because I haven’t played the
game, but the principles seem to be in place for a failure…or at least for an
extraneous system that adds little to the game]
[hmm…I’m not a very nice critic, just reading back over
what I wrote. I’m not even in a bad mood or anything!]
By not providing game mechanics (i.e. a system) that
describes how the mechanics impact the game you end up with little more than
useless “color.” Oh sure, the author describes how the GM should take these
drives and arcs into account when shaping a story, and how players should pay
attention to them when determining behavior…but nothing in the rules COMPELS
participants to pay any attention to such things, and nothing INCENTIVIZES
participants either.
And if there’s nothing compulsory and no incentive then,
um, why do I care?
Now I don’t think Laws includes this information just to
“pad” the word count or something, nor simply as a writing exercise/practice.
My guess is that his idea was (by including drives as a part of the chargen
process) to try to draw players’ minds deeper into the role-playing “immersion
experience;” something that is either unnecessary (because your players are
already on-board with developing characters) or a waste of time (because
players are NOT on-board and the whole idea is unenforceable within the rules).
I mean, alignment in D&D has some consequences of
behavioral compulsion…specific alignments are required for some classes and the
use of some magic items, and some characters run the risk of loss of class
effectiveness for failure to follow their alignment (not to mention XP loss
suggestions given in the DMG for alignment violations). Even though it matters
little whether or not a fighter is Lawful or Chaotic (with the possible
exception of picking up an intelligent sword), it still has SOME enforceable
game effects.
“Okay, okay, JB,” I already hear some of you yelling. “We
get it! You don’t like it! So what? If it has no mechanical effect on the game,
just ignore it and play the game without it. The rest of the rules work, right?”
Well, sure, I guess they do. But here’s the thing:
I don’t get it. I don’t understand it. Laws’s motivations
for including it at all is a mystery to me…and I’m afraid I’m missing something here.
I own several of these GUMSHOE products, and I don’t
recall seeing something like this in any of the previous books. They’re not
necessary…the setting provides all the motivation you need! In Trail of Cthulhu
the PCs are investigating weird Cthulhu happenings, and work as a team to do
so. In Mutant City Blues the PCs are members of a (super-powered) police force
trying to solve cases and keep the streets clean (and work together to do so).
In Ashen Stars, characters are all members of the same
LASER crew, on the same ship, taking contracts and making money. They already
have incentive to work together (completing missions) and doing things in a
particular (heroic) fashion: the Reputation mechanic, which affects the monies
received which affects the team’s ability to perform maintenance and upkeep
which affects the crew’s effectiveness (if you can’t keep up your ship,
rules-wise it starts to deteriorate) which affects the ease with which you
complete missions. What did Laws find (in play-testing or the design process)
that made him think it was necessary to include this aspect of the game? Is it
a gross over-sight? Laws seems too good a designer for that to be the case. Did
he find players would lack the proper motivation without drives? Was there
something particular that “bugged” without a named character “arc” for each PC?
It confuses me and muddles things (for me) putting a
damper on an otherwise excellent game.
[I do also have some gripes with the STARSHIP COMBAT
mechanics…which I have described in an earlier post…but those gripes aren’t
with principle design tact taken so much as the EXECUTION of that tact; but
like I said I already wrote about that]
All right, that’s enough of that…since picking up Ashen
Stars (and writing the bulk of this document), I’ve since nearly completed my
own space opera supplement for Bezio’s X-Plorers AND drafted the basic core of
a DMI Supers game AND moved onto other things, none of which are GUMSHOE
related. I really don’t want to beat up on the book; I just think it might be a
little misguided in including “too much” (something I’ve been guilty of on
occasion myself).
You know, one of these days someone will come out with
and RPG that deals solely with the interaction of different personalities in a
cloistered environment…like a spaceship or a submarine. It IS one of the more
interesting aspects/dynamics you find…in film and fiction anyway…and a lot of
RPGs simply take it for granted that such “interesting group dynamics” will
spontaneously develop. And they do…but without some direction, some “help,”
from the game mechanics/design it’s going to be kind of happenstance how it
happens. And maybe THAT’s what Laws was aiming to do, but I think the execution
of it was less-than-adequate (to be charitable).
Incidentally, Kayce (who will be joining the play-test
tonight) has been running Bulldogs! recently, a FATE-based space opera RPG
which I do not own. For her, the most interesting part of the game has been the
interaction between the various PC crewmembers and their drunken oaf of a
captain. But I’m not so sure that interaction was intended to be the EMPHASIS
of the game (hard to say without reading the rules)…it’s just developed that
way due to the disparate personalities of the players. But that’s the thing…you
can’t count on your players always stepping up to that particular plate (and
sometimes, you might not want them to!)!
: )
Friday, November 9, 2012
Blowing Up Space Ships
Damn, poutine. Just…damn. I LOVE you poutine, my friend.
Gary’s was closed for the evening, so we were back at Ye
Old Baranof…they of the stiff drinks and the free seafood stew. However, after
a (fairly successful!) play-test session we were off to our new debrief
location, The Angry Beaver, for some of their fantastic poutine.
“The Beave” (as I’m going to refer to it for the
foreseeable future) is also a Greenwood establishment, having moved into the
old Pig & Whistle location. A “traditional Canadian bar” (I assume that
means they’ll be broadcasting the NHL all season) their food is a damn sight
better than the old P&W (from whom my wife received mild bouts of food
poisoning on multiple occasions). And they’re poutine has got to be the
tastiest I’ve ever sampled.
I’ve been to the Beave three times since it opened. The
poutine has been on my plate every time.
Why am I talking about poutine? Well, probably because
I’m hungry this morning. But also because the flavor memory (only a few hours ago) is still in my mind…DAMN that was a good plate! With Beecher’s
flagship cheese curds? Come on!
But maybe my experience was colored by the game session
(and/or the whiskey sours)…I was extremely pleased with how the game session,
picking up a lot of valuable feedback (my own notes and those of the players)
on one of the trickiest mothers of the space opera RPG genre:
Starship combat.
Ship-to-ship space combat is a hoary staple of the space
opera genre (duh) and it poses multiple design challenges to the dude writing a
starfaring RPG. These challenges include:
-
Modeling the genre (like Star Trek and Star
Wars) in a genre where the definition of space combat can vary across
series…and even across episodes within a series. If you want to model “realism”
(accounting for “real world” physics, etc…see the BSG re-boot) that poses
additional modeling (and research) challenges.
-
Balancing the “realism” or modeling against ease
and facility of game play; the more “crunchy” you add to your rule system, the
slower and clunkier and uglier it tends to become.
-
Adapting the abilities of a player character(s)
to a system that involves driving a big of metal through space (and I don’t
ONLY mean “ability scores,” but whatever passes for mechanical effectiveness in
your RPG: abilities, skills, class, level, whatever).
-
Accounting (at least somewhat) for player skill
or choice. What I mean is: it’s not just enough to say “roll 2D6 and add your
‘spaceship’ adjustment;” for a role-playing game there has to be some
operative, non-mechanical room for player error and/or success. This can be the
player’s choice of ship type or armament (how do you configure for success?),
or how the party wants to assign gunners or engine room mechanics, or actual
choices of maneuver and tactic when engaged in a spaceship battle.
-
Finally, the designer has the challenge of
accounting for the general RPG premise of a group or “party” of characters and
giving them all “something to do” (or not). How do you involve ALL the PCs…and,
in addition, how do your rules adapt to LARGE groups of players versus SMALL (1
or 2) groups of players.
These are all the issues a designer will generally be
grappling with…or at least considering…when writing a space opera RPG.
I mean in general…the designers can always just punt as
did the Star Frontiers writers (sorry, but making me buy the Knight Hawks
“expansion” in order to have rules for starship combat is deferring an
essential part of the genre…either out of laziness or a blatant grab at more
cash, IMO). But this, I hope you agree, is less than desirable. Tempting, given
the enormity of the challenge, but less than desirable.
At least, I think it’s a pretty rough haul, tackled in
various ways by various games/designers. I’ll give you a couple examples:
X-Plorers divides space combat into several phases (in
addition to “roll for initiative”): Navigation, Engineering, Piloting, and
Gunnery. Each phase requires a player to occupy the named role (involving
players), requires a skill roll depending on action (related to character’s
class and level), and offers several CHOICE of action (accounting for player
skill)…for example, the pilot can choose to escape, evade, or move to attack
position. All that is a nice, tidy way of involving both the players and their
characters; though if there aren’t enough PCs to fill the required roles…or too
many PCs for the ship’s crew/gunners… the system is less than optimal.
On the other hand, combat is reduced to “deplete hull
points and inflict critical damage” which, like D&D combat itself, is
fairly simplistic (and, I should note, is similar to my own “first pass” at a
B/X space opera game based on the Expert set naval combat rules). “Simplistic”
isn’t a bad thing, but when combat is mainly about attrition with each ship
having scores of HPs and only using D6s for damage (and with the normal chances
of hitting/missing) there’s the potential for the engagement to be long, drawn
out, and boring…especially when you have few tactical options.
[the gripe here is two-fold: 1) you don’t want to spend
extended amounts of time on a single system that is not the main portion of the
role-playing game, 2) you don’t want a (traditionally exciting) part of a
fast-paced space opera game to resemble the word “boring” in the slightest]
Ashen Stars (a game whose review I’m still putting
together….sorry, I’m easily distracted!) is quite different in the way it
incorporates similar elements. First, each player takes on a different
ship-board role from the following choices: pilot, gunner, communications,
“stratco” (think Captain Kirk’s job), medic, or “wrench” (engineer). At the
outset of an engagement, each ship decides what they want as the goal or
outcome of the engagement, things like escape, or scan, or disable and board,
or utterly destroy. The goal that is chosen sets the number of successes that
must be accumulated over a series of rounds (like your traditional RPG
“extended skill test”) in order to accomplish the objective; for example,
escape requires six successes while disable & board requires 18 and total
destruction requires 21 or thereabouts.
Throughout an engagement the ship is presumed to be doing
all sorts of things all the time: maneuvering, shooting, jamming transmissions,
etc. However, each round the crew chooses one of four tactics to focus:
shooting, maneuvering, comm, or “trickbag.” The choice of tactic determines
which player gets to roll to accumulate successes towards the crew’s
objective/goal. Since skills in the GUMSHOE system are a degrading resource
(and since ship’s take a penalty from simply performing the same tactic
over-and-over) the system ensures that the action will pass around the table,
giving each PC their “spotlight time.” Meanwhile, the medic runs around
patching up the injured while the wrench patches up combat damage that might
occur (every time one side gets 3+ successes in a round from a single tactic,
the defending ship is “rocked,” degrading the ship’s stat line and having a
chance of injuring crew members).
Ashen Stars takes a different approach to meeting the
challenge and isn’t especially complex in execution…except that it IS skill
based, and so opponent PCs have their own degrading skill pools that need to be
tracked and yadda-yadda-yadda. Not to mention, PCs need to nurse their
degrading skill resources somewhat for later (unless this is the last big
battle of the game session), while the NPCs can simply “go for broke.” I mean,
while the PCs are generally more competent than the opposition, it still
requires at least some careful handling by the GM not to accidentally
over-whelm the players…but maybe that’s just my “gamist” bias.
Oh, yeah…and from reading the example ship combat (in the
appendix) it sure seems like even a simple small combat is fairly looooong (13
pages?) to resolve. Like the number of successes to achieve objectives might be
set a little too high…although this seems to be the trade-off to balance
“everyone gets a chance in the spotlight.”
So anyway…designing starship combat is tricky (and that’s
even without worrying about different classes of ship and armament and
whatnot). For me, it’s probably the second biggest hurdle in designing a space
opera game (the biggest hurdle, of course, is creating an advancement system
that does not revolve around counting stormtrooper helmets or spiraling “skill
use” or participation ribbons). Add to this challenge the fact that I’ve
recently (well, in the last year) changed over my “BX-based” system to the DMI
system and I found myself wondering how the hell can I do this without being
completely disconnected from the card counting part of the game?
And after wracking my brain a bit, I found some ideas to
test and they worked well!
Last night’s session revolved around Will (“space
prince”) and Josh (“wealthy space Sinbad”) wanted fugitives of the Imperial
Family of the Golden Empire (said Empire being founded centuries ago when the
Chinese achieved space travel and left the nuked Earth behind, establishing a
new Galactic Dynasty in the stars). Their small craft picked up a distress
signal from a damaged and drifting colony ship and executed a boarding action
to pick up survivors. Turned out they’d been ravaged by Lathiter, lizardman-like
humanoids with multi-faceted eyes and a penchant for slavery for fun and profit
(they’re also meat-eaters but I decided not to include cannibalism in the space
opera game at this time).
The PCs had already decided to track the pirates to see
if they could rescue the colonists when the Lathiters showed up themselves,
trying to cripple the heroes’ craft. Fortunately, some deft maneuvering and
active card play allowed the PCs to come out on top in a most satisfying
fashion (the lizards surrendered and were disarmed, the colonists were all
rescued and towed back to civilization in their damaged ship, and the PCs
didn’t take any critical damage to their own vessel). They also were awarded
with 5 “victory bennies” (I have yet to rename or reinterpret the reward
mechanic for the game…all I know is that this was a pretty good success!).
[remember me saying how reward mechanics were tough for a
space opera game? Duh]
So a good evening of play, with lots of good stuff to work on and tighten down (screw-wise). I really did have a good time, especially with my own card playing part of the DMI equation. The combat felt a bit more fast and furious (and I suspect it will become moreso as I tweek it) and the expenditure of cards tied well both to the in-game action and the feeling of being diminished through effort (both visually and tactilely more satisfying...to me...than keeping track of diminished hull points or "degraded stat lines").
Anyhoo, looking forward to next week's session, when I hope to do some more dog-fighting type stuff. And poutine...gotta' get my fix of that particular num-num.
; )
Friday, January 22, 2010
Sherlock Holmes
By the way, saw the new Sherlock Holmes the Wednesday (did I mention I've been watching a lot of films lately), and it was pretty good. I mean, I'll never really think of Holmes as the "action hero" portrayed in the film, and Robert Downey Jr.'s English accent DID wander all about the various regions of the UK (ugh!), but it was well written and well-paced.
Plus I love the subject matter...I've always been a Holmes fan and love all that Victorian-era, steam punk stuff. It reminded me a bit of Young Sherlock Holmes, a film I really liked as a youngster; I should probably try to rent and re-watch that one. Charles Dickens + guns + Aleister Crowley/secret societies + up-tight sexually-repressed heroes/heroines = great fun in my book.
Though it IS a fine line. I did recently acquire Castle Falkenstein and though I've tried to read it a couple times, I find it a bit tedious...I mean it feels a bit too much like Shadowrun in the 19th century for my taste and that is NOT what I'm looking for in an RPG.
Doesn't mean Holmes doesn't make good fodder for an RPG. Coming out of the movie my wife, who loved it, exclaimed "I wish I could watch that every week...with a new mystery every time!" There we go, all the networks need to do is hatch CSI: Dickens England and they've got a sure-fire homerun hit...at least in JB's household.
But IF a film makes you want to keep watching it, or keep following the characters, especially in episodic vein...well, history has shown there's usually a properly licensed RPG on its way to press. Regardless of whether or not the RPG is any good or not. Of course, I don't think anyone could LICENSE Sherlock Holmes (perhaps the images from the film) as it's probably a matter of public domain by now. So perhaps we'll have several on their way to market? For my money, I'd want the Pelgrane Press, GUMSHOE version (if one is forthcoming) as that's about the only system I could see working for a Holmes-style RPG.
Of course, I have become infatuated with the 64-page RPG myself these days (I've got two already in the hopper...I'm starting to think it's the perfect medium for the role-playing GAME book). Maybe I should do my own version of Holmes?
Well, maybe not. Holmes by himself is a tad one-dimensional...but something steam-punk that pastiches Holmes (and maybe allows him to be an action-hero, etc., etc.) might be worth a pass at the drafting table.
Wow...all these ideas. Maybe I DO need to hire some staff artists!
Wednesday, September 16, 2009
A Slow Evening...
...in other words, relaxing.
As I commented elsewhere, folks all over the internet are going through an angsty, self-analyzing period. I ain't immune to it myself, though I'm doing my best to sit tight and "fogeddaboutit."
Tonight is TV night (what night isn't really?)...nothing like a little Top Chef, a couple beers, a (slightly large) lap dog or two.
However, PRIOR to the same-old same-old the wife and I were watching a Spanish telvision show (well, technically "HBO Ole," whatever the F that is) called Epitafios ("Epitaphs"). Quite interesting...a cop drama, with a connecting mystery/antagonist through several episodes. I'd never seen in before, but I was able to watch a couple/three episodes.
Here's the thing...I found it entertaining, which is NOT a word I associate with cop shows. Actually, I don't watch "police drama" of any type: no Law & Order, no The Shield, no Dark Blue, no CSI. Hell, I never watched Miami Vice, T.J. Hooker, or Hill Street Blues either (though the last one was a little old for me at the time it was on...my parents sure dug it).
I don't know why people love law enforcement dramas...but this Epitafios show is pretty compelling. Perhaps because it's not episodic in nature (you know, one "situational scenario" every week). Come to think of it, I was a big fan of Twin Peaks which certainly had some law enforcement themes (I realize that one's actually kind of a stretch)...mmm, the first season or two of 24 was good, too.
I guess, similar to role-playing, people enjoy the vicarious escapism that comes from these shows...you get to put yourself in the shoes of a police officer (for most people, the closest thing to a hero in most folks' minds) and see the world through his/her eyes.
'Course I like the Epitafios show because the main characters aren't very pretty...to my stereotyped mind, they look and act much more like what I might expect. They're dumpy and frumpy, but competent. They never shoot, strong arm, or beat up folks and mainly they're simply tracking down leads and investigating scenes.
Anyway, it REALLY makes me want to play a little RPG I picked up a few months back (see? I fully intended to tie this to an actual game): Mutant City Blues.
Now I know that I just lost two-thirds+ of my readers, but I'll tell you this: I would never have got into the Old School gaming thing (i.e. I would still be hiding my own light) if wasn't for Pelgrane Press's GUMSHOE game system. I was researching Ken Hite on the 'Net when I ran into an interview between him and James Maliszewski, which led me to Grognardia, which led me to everything else (of course).
Mutant City Blues is the best "police drama" RPG I've ever seen. Hell, it's the only one I've ever found that I wanted to play (as I said...not much into cop drama). But for an investigative role-playing system it has a lot to recommend it (in my opinion).
- the rules are such that investigations never stagnate because of a failed die roll; all clues are provided, they simply need to be interpreted.
- the ability scores/skills set during character generation do more than simply determine in-game character effectiveness; they set-up to specifically share "spotlight" time between PCs (giving every player's character a chance to shine)
- it's well-written...it actually makes police paperwork interesting (just what I need...an RPG where I'm pushing MORE paper!)
- it has what I think is a very cool premise: cops (and criminals) with (minor) super powers. In the game world something like 1% or .1% of the population spontaneously developed super powers a few years before the start of the game. People got freaked out a little...and then everyone went back to their daily lives. Most people don't talk about their mutant powers if they have 'em...there's a little discrimination against people with powers but not like Marvel's war on mutants (more like certain types of modern day bigotry; it varies by region). Some of the powered folks are, of course, malcontents/criminals...and your "special unit" of the police force is as much a PR move for the mutant public as is the minority police commissioner.
- there's no specific setting...well, there is (kind of): your home town! Whatever the town wher you and your gaming group reside is supposed to be used as the default setting (the place everyone calls "Mutant City" because of its higher than normal prevalence of powered individuals). This is cool on a lot of levels, but for me, it makes me find out more about my city...like the location of police stations, local city politicians, etc. You're encouraged to draw scenarios from local news items or set them around actual businesses and civic interests. Quite cool, in my opinion.
Anyway, I'd strongly recommend anyone check it out. I know I know...we all have tough schedules and it's tough enough to find a night to play B/X Dungeons and Dragons. But it IS cool...it's been sitting on my shelf long enough; it's time to take it for a test drive; perhaps with an Epitafios knock-off campaign?
Now if only my home-town was in Argentina....
: )
Ciao!
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