Showing posts with label Call of Cthulhu. Show all posts
Showing posts with label Call of Cthulhu. Show all posts

Friday, December 5, 2025

The Second GM Inspiration: GURPS Places of Mystery

 

The Second GM Inspiration: GURPS Places of Mystery

In its many years GURPS, especially 2nd edition and 3rd edition, generated a copious wealth of useful sourcebooks that were almost universally appreciated by those looking for a bit of history or realism in their games, whether they were actually used for GURPS or not. One of the best of these books, one which has remained in my collection for decades now and gets brought out for periodic use and inspiration, is GURPS Places of Mystery.

Places of Mystery contains twelve sections focusing on historical, archaeological and sometimes mythical locales in our world, providing enough detail on their mythological and historical relevance, along with maps, to funnel your modern day or historical adventurers and investigators through hundreds of hours of interesting gaming. Just a sample of topics and locales in this book include:

The Bermuda Triangle

Stonehange

Ley Lines

Temples of Thebes

Lamaseries

Mohenjo Daro

Nubia

King Solomon's Mines

Knossos

Camelot

The Kremlin

Ayer's Rock

Anasazi Towns

And etc etc.....this is just a sampling of one or two locations from each chapter!

For modern games like Call of Cthulhu, Savage Worlds or Cypher System this is an invaluable book. 95% of it is system-neutral as well, and what few rules are here for GURPS are remarkably easy to interpret into other game systems with little to no difficulty.

For fantasy games you can easily take these locations and reinterpret them within the light of your preferred fantasy setting. Adopting many of these locations may let you fill out and even explore some ideas in your fantasy campaign that you might not otherwise have considered before, now with a veneer of quasi-historical authenticity.

Anyway, check it out! PDF here and Amazon Print Edition here

Sunday, November 23, 2025

The Second Weird Thing: A Plot where a Mad Surgeon Preys on the Unhinged

The Second Weird Thing: An Evil Surgeon Preys on the Unhinged!

Suitable for Call of Cthulhu, Savage Worlds Horror, Cypher System  Stay Alive, GURPS Horror or any other horror-themed system of your choice!

Inspired by the Graphic Novel "Invasive" from Oni Press

A simple premise! A surgeon who is either intrinsically evil or driven by a morbid obsession spun from some tragedy or horrific experience in his or her own life. The surgeon has formed a vile cult focused on the morbid obsession with either performing surgery or being surgically modified. They may or may not have a religious theme; none is needed, though a Mythos cult that is surgically altering itself in the hopes of becoming physically closer to the cosmic horrors they worship is entirely feasible.

Victims have been cropping up, and the heroes are a medley of private detectives hired to help where cops have failed, or maybe family members horrified at the inability of authorities to solve the cases of their loved ones' assaults, leading to terrible deformities caused by the illegal surgical procedures. In the graphic novel which inspired this one protagonist was the surgeon mother of a daughter who was obsessed with being altered through surgery and fell in to the wrong crowd; she pairs up with an ex-detective who was so affected by the cases and his inability to solve them that he lost his job, but continues to pursue the matter,.

The cult of the surgeon operates out of an abandoned hospital. They maintain close watch on their victims, as they are not done with them. The cult has big goals, which could include (1D6): 1-discovering immortality; 2-mind-body brain transfers; 3-appeasing a cosmic horror; 4-working for aliens who are harvesting organs and using humans to do their dirty work; 5-the surgeon actually is a cosmic horror and this is part of his maddening, unknowable scheme (ex: in Call of Cthulhu he could be a pawn of or actually an agent of the Mi Go); 6-it's the worst case scenario, and the entire operation is sanctioned by the secret society manipulating the world behind the scenes!

The investigators might find info out on the cult through researching victims, though most victims are incapable of communicating or don't remember anything except maybe in dreams. They may discover help groups for people suffering from a desire to subject themselves to surgery. They could look in to noted surgeons convicted of wrongdoing who may now practice unlicensed. 

Ultimately this could lead to a showdown at the abandoned hospital where a horde of surgically modified mutants with unwavering loyalty to the evil surgeon await.....

Tuesday, May 13, 2025

The 90's RPG Nostalgia Bug

 I've been thinking lately about how getting older impacts your perception of current value in change vs. the experience held from long ago. Or, put another way, the contrast between where gaming is now vs. where it was (for me, at least) in that golden era I hold in memory that is the late 80's and early 90's. 

I think a lot of people who get bitten by the nostalgia bug tend to think of their gaming experiences in their teens, but despite being a very active member of the fanzine gaming community in the eighties during my middle and high school years, I don't actually have a lot of "fond" memories of that time to fill with nostalgia....despite being so active in gaming, I didn't get to actively game very much at all until I was in college. I spent most of those formative years on a remote ranch in the middle of nowhere, so gaming was something I did on rare occasion during trips, or vicariously through the fanzines and play-by-mail resources. My sister and I managed some one-on-one gaming, but my first real, consistent game group didn't manifest until I was driving 63 miles one-way to my first year in community college. 

That first group was great! We were all around the same age, having the same new freshman college experience, and the group was very forgiving of my desire to mainly run DragonQuest (the SPI edition mixed with the somewhat sanitized TSR edition) and Runequest 3. They eventually convinced me to pick up AD&D 2nd edition and the rest is history. My college years were laden with consistent weekly games throughout the next six or so years, with campaigns designed to last one whole semester each. It was fun stuff.

So for me, my fondest memories of gaming are during college. I started thinking about how it would be fun to look back upon that time, and contrast how things were then with where things are today. How many of the RPGs I loved back then are still around now, and how many would it make more sense for me to find some old copies of on Ebay to "relive" that moment in time? How many back then are actually not worth revisiting? And....how many are still around today in a recognizable manner?

So first off, what were the games I ran iin college? I have a fairly modest list:

AD&D 2nd Edition - this was the go-to system. I ran AD&D in its new incarnation pretty much weekly from late 1989 all the way until D&D 3rd edition arrived on the scene. 

Runequest 3rd - I actually ran a fair amount of this early on using just the Standard Boxed Set and later ran the Deluxe book with more enthusiasm by 1992ish. My Realms of Chirak campaign initially started as a Runequest campaign in its very first form (there was also a Gamma World connection).

DC Heroes (MEGS Edition) - I ran a lot of this in the 80's and by 1992-93 I ran a very fun campaign using the 3rd edition of the DC Heroes MEGS rules.

MegaTraveller - This was the edition of Traveller I truly cut my teeth on. I had run a miscellany of Traveller Classic in the 80's, but the vast majority of my Traveller campaigning was during college with MegaTraveller. I even actually used the Imperium setting for most campaigns back then, too. I was one of those gamers who eventually washed out with The New Era, but I did give it my best shot.

GURPS 2nd and 3rd - I used GURPS for most of my campaigning that didn't fit neatly anywhere else. I used GURPS for most of my Cthulhu Mythos games as well, interestiingly; I preferred it a bit over Call of Cthulhu (which was I believe up to 3rd and then 4th edition in the 90's).

Call of Cthulhu - I only ran a bit of it (I used it as a resource for GURPS Cthulhu mostly) but it counts; it was pretty pivotal in terms of my horror gaming preferences.

Metamorphosis Alpha - not the original but rather the Amazing Engine powered game! I ran a lengthy and very fun campaign using this singularly unusual edition.

Dark Conspiracy - I loved the first edition of this game, it was amazing; I have heard it is now owned by Mongoose Publishing, and I am keen to see what lies in its future. Dark Conspiracy was a fantastic weird, dystopian horror setting and I ran a lot of it.

Kult 1E and 2E - the other horror game I ran a lot of; when I wasn't running GURPS Horror or Dark Conspiracy was Kult, which was as close to "Clive Barker the RPG" as one could get, even now. Back then Kult was a fantastic, creepy reality-warping deep dive into weird non-Cthulhu horror and I loved it.

Mutant Chronicles - I loved this RPG and collected all of it. I managed to run a couple campaigns, but it never quite took off the way I'd like it to.

Cyberpunk 2020 - this was the second most played system in my college years behind AD&D. Cyberpunk was highly formative for the time, so much so that it resides in memory as a fantastic reflection of where we imagined a future we'd live to see might go....and how so very different (and yet similar) that future actually is now that 2020 is in the rearview mirror.

There were likely other RPGs I dabbled in, but those were the big ones for the most part.

So where do these RPGs stack up by contrast today? Unsurprisingly (as this hobby does not grow as much as it seems) just about every one of these games is either still around in a new edition or has had a recent revival within the last 10-15 years. But are the new editions comparable in experience, particularly in terms of the nostalgia factor? This is my own personal take:

AD&D 2nd Edition - well, we all know where this went. It got more complicated (3E), then jumped the shark (4E), then revived itself spiritually (5E), and lately may have both jumped the shark and stagnated at the same time. But interestingly, I no longer feel an overwhelming desire to play the original 2E edition.....I would rather, like many other older gamers, look to what is new in the OSR community where the spirit (rather than the design) of the game thrives. My current poison of preference is Shadowdark or just sticking with D&D 5.5 or Tales of the Valiant. So Nostalgia does not win here (yet).

Runequest 3rd - The thing I liked about Avalon Hill's edition of Runequest was that Glorantha was optional. I could use the rules to make my own setting (as I did), or to run adventures in a mytho-historical earth. The current way to do this is with the admittedly excellent Basic Roleplaying RPG, but unless you have the reprint monographs that were based on Runequest 3, you won't have all the resources that originally were packaged in the Runequest 3 Deluxe Set. Runequest Glorantha in its modern incarnation is, while a fine system, entirely focused on Glorantha and is not welcoming to Runequesters who were fans of the mytho-historic earth settings. Chaosium is thankfully rectifying a bit of this with the new Vikings RPG using BRP, but even then....not the same as what the original Runequest 3 accomplished. So for my purposes? Playing this game in its original incarnation is a strong preference.

DC Heroes - interestingly this game had a successful Kickstarter reprint that may release later this year. I will be curious to see where that goes. I loved playing this back in the day, but my enthusiasm to revisit it is conditionally dependent on the players I have; the group I ran for in 1992-93 was very much in sync with the spirit of a comic book superhero RPG; these days it is harder to find such a group.

MegaTraveller - my memory of this edition is that it was great for the day, but it only got more convluted before it got less. Thankfully the great thing about Traveller is that its current edition with Mongoose Publishing is arguably the best edition to date, and this is one case where the contemporary version of the game can scratch that nostalgia itch quite easily.

GURPS - This is a rough one. I do believe that the current edition of GURPS (4E) is its most comprehensive and well organized, but something changed in the translation from 3rd edition to 4th edition that made the game a harder sell and less "friendly" for lack of a better word. GURPS 4E has an entire line of resources today in the form of "How to GM" books that suggest something was lost in translation from 3E to 4E. Unfortunately I suspect that it had a lot to do with the fact that 3rd edition was more concerned with parsing out content by setting book, and providing a flexible but less complete core experience, which accidentally meant is was more digestible and modular....while 4E became more comprehensive, but like Hero System, it also became more overwhelming and less welcoming to the new gamer, or the crowd that used to be able to do pick up and go games of GURPS. I mean....remember when GURPS provided a quick random character generator and it didn't pose any problems for quick play? Yeah....unfortunately the shift in design focus to 4E removed that convenience, replacing it with awkwardly formatted templates and a never-ending focus on mechanical rigor. So maybe finding an old copy of GURPS 3E might not be such a bad idea here.

Call of Cthulhu - like Traveller, this one only got better with time. You can even find 1st and 2nd edition in print again if you want thanks to a Kickstarter, and the 7th edition can be as nice or cruel to players s you desire. Call of Cthulhu's contemporary experience is if anything even better than it was back in the day, or maybe my ability to run campaigns with it is simply easier now thanks to experience? Either way, the newest edition of the game scratches that nostalgia itch just fine.

So how about the rest? Well, with Mutant Future you had a revival but it scrapped the original game engine and wedded it to the 2D20 engine from Modiphius, which was a mistake in my opinion. Then Kult worked out a Powered by the Apocalypse hybrid approach, and while it works....it's also somehow no longer quite the same feel as the original game (imo). Then there's Metamorphosis Alpha, which got a reboot on the original from Ward and Goodman Games, which is definitely cool but unfortunately my unique niche case for running the Amazing Engine edition is, I feel, unreplicatable....I will forever remember that campaign fondly for the unique and unrepeatable moment it rests within. 

Cyberpunk 2020 is also unique. I gotta be honest....the new Cyberpunk Red looks great and my son loves it. But when I crack it open I wish I was opening Cyberpunk 2020, and it just doesn't hold up to that edition in time, unfortunately. Worse yet, If I do look at CP2020 I can't imagine going back to it; the 90s really are gone, along with that vision of a future 2020. The new 2020's are both much less exciting and in many ways slowly getting worse than the megacorporate dystopia that was softened by cool cyberware; and the video game exemplifies a fantasy now, not a future projection. Cyberpunk Red and 2077 are both visions of an alternate reality; the next wave of future punk fiction will be a sober look at where the real 2020's today are taking us, which is unfortunately into a bleaker future than anyone really wants to game in (since we're living in it, instead). 

The shining light is Dark Conspiracy, which barely survived the GDW crash in the late nineties, to be tepidly kept on life support in some poorly realized updated editions. So maybe now with Mongoose in control we will finally see the game get properly revived with the dedication it deserves. We shall see!

 

Wednesday, December 20, 2023

The 2023 Death Bat Year in Gaming and Looking to 2024

 What a weird year it has been for me. I spent a lot of this year overworked and with less free time for fun than I would like, but on the plus side I got a bit better at managing what free time I did have. My son, who is now 12, monopolizes a fair amount of that, but he's also very into D&D now and plays in a school group as well as my Wednesday night group....which doesn't play D&D as often anymore, but hey, we're starting a new campaign this week, so there ya' go.

This year kicked off with Wizards of the Coast annihilating trust in their shepherding of Dungeons & Dragons through the OGL, resulting in numerous spin-off games appearing under a creative commons or new license (ORC) through Paizo, including the revamped Pathfinder 2E v2, and the imminent Tales of the Valiant from Kobold Press. It's a boost for existing products like level Up! A5E RPG, though honestly Morrus and his ENWorld crew are not really the sort to dramatically capitalize on the negative hype aimed at WotC, and they continue to do their own thing. 

I spent a lot of time this year deep diving into the alternative and indie RPG market that I dub "zinerpgs" because most of these seem to have spun out of the zine scene where small publishers and authors (usually one and the same) along with their art-generating college buddies create elaborate, minimalist, starkly artistic and utterly weird entries into the market. I stalled out a bit on that project of reviewing all I had found but need to get back to it. Maybe 2024 will be a slower year for me....sheeya right!

This year I did manage the following:

First and best, I got the Wednesday group back to live nightly gaming again. This has been a welcome relief, as I tend to associate facetime on web events with work; it is not fun for me. My Saturday game remains on Roll20 out of necessity, but even then I am thinking about making Roll20 a bi-weekly deal and interposing a live event every other week.

As a player I got actual action in this year. I played in a campaign of Pathfinder 2E run by a friend; found that being a player in this edition is more frustrating and unfun (imo) than being a GM. Another friend in Seattle has managed to run a lot of Victorian Gaslight Call of Cthulhu for much of this year until unfortunate circumstances led to that group collapsing (temporarily; three of us wish to resume it in January). He has also run a fun bi=weekly D&D 5E game I have played in for the better part of the year using the Kobold Press Southlands campaign.

I have run live games this year of BRP in a near-future hard SF/Cyberpunk setting, Pathfinder for Savage Worlds, D&D 5E at very high levels (levels 15-20), a couple D&D mini-campaigns on Roll20, an aborted Pathfinder game (what I like to call "the one that made me gun-shy over Pathfinder"), Vaesen (a game I'd describe better as Dark Fantasy and less horror), Call of Cthulhu (both modern day and Cthulhu Dark ages, using the 6th Edition of the Dark Ages rules), Mork Borg (which was a blast but I have not been sure what to do with it next; it is most decidedly a beer & pretzels dark metal RPG), and at the start of the year we had a 1st edition Gamma World holiday campaign wrap up. Fun stuff! I may have blogged less this year, but at least I kept the gaming up. There might have been a game or two I forgot about....OSE maybe? I think I ran that all last year, though.

Of those games I ran, I came away a bit cool on Vaesen (fun but hard for me to get in to, which is damning if you're the GM), happy that Mork Borg was so fun (but also realizing it is best used sparingly), excited for the Call of Cthulhu games, but also realizing I need to give it a rest a bit so my idea engine can recharge, and for BRP I am now intrigued at the idea of exploring how many oddball genres I can get out of it. I really enjoyed the Savage Worlds Fantasy and Pathfinder adaptations, but I am not 100% sure my group did as when I suggested returning to it they all seemed "m'eh" so I think the joyful simplicity of Savage Worlds may not be as endearing to them as it is to me. As for Pathfinder.....man, I want to, but I've had some issues and bad experiences with running it now and that is proving tough for me to get over. D&D remains viable and my energy to play it is recharged, thankfully, but I plan to ditch it entirely for Tales of the Valiant unless whatever WotC pumps out for new editions next year knocks my socks off. My suspicion is it will be a product aimed to steer me toward their online platform, and that will be a no deal situation. Meanwhile, Kobold Press is more or less continuously making smart and fun books and their grip on Shard Tabletop is where I'll put my online money. I am confident the Kobolds won't forget their analog wood-grain table crowd.

My biggest issue this year has been wrestling with GM burnout. Playing more helped a bit, but I have never been very good as a player (I know too much how the cheese is made, so it can be tough to feel invested unless the GM is shockingly good at running things). I got pretty tired of D&D for a bit, but I feel more interested now, especially as I did get a chance to explore other games there, and that, if anything, helped hammer home that the grass is not greener on the other side, and what really makes things fun is what I put in to it more than what system I am using. Getting to play D&D 5E for once was a godsend, and my friend Mike runs a mean, tight game in the Southlands, loads of fun.

For 2024, I hope to run a good long fun D&D 5E game in my Pergerron setting. I think the Roll20 Saturday group would like to do part 2 to an older Pathfinder campaign in Oman'Hakat, and I may be up for that. I have strong plans for a Traveller campaign, maybe before we do D&D or Pathfinder on Saturday, especially now that it seems they finally have some real character sheet support. The 2022-2024 revisions of Traveller have been great books, not really necessary but welcome nonetheless, and I may even use them to continue the campaign concepts I started in the BRP campaign earlier this year. 

Beyond that, I have some hopes of experimenting with Dragonbane, which I almost ran but never quite got to this year, as well as Mutant Year Zero. I'm hopeful that Friday Knight Games finally coughs up the gigantic Kickstarted boxed set of Mothership 1E this year so I can resume running that. Steve Jackson Games is making a big monster book for The Fantasy Trip, too, and I am thinking about what sort of logistics it would take to give TFT a spin. And, of course, Mork Borg and its evil cousins Death in Space, Vast Grimm, Pirate Borg and Cy_Borg call for my attention the next time I have a week with nothing better going on. 

I'll try to do more blogging, too! I have found lots of RPG bloggers on Substack, may forge a new blog over there as well to see how it goes, but I am reluctant to abandon this one as I have so many years behind it now. We'll see, who knows.

Monday, December 19, 2022

The Weird Element of Horror RPGs - Recurring Character-Driven Storytelling in the Face of Death

 We recently wrapped a seven-part Call of Cthulhu campaign, one which I honestly started with the premise of "like a Grindhouse Movie, where everyone dies," but in the end it turned out to be more like "A Grindhouse film, but only half of the party dies." Fair enough! But it raised an interesting specter to me about the horror game market, one which I have been somewhat aware of for many an age: as fun as it is to play horror RPGs, there is a weird measure of investment on the part of the player to make and play a character who is just interesting enough that you like playing them, but not so interesting that when they die you find yourself disappointed or disconnected from the game as a result. 

High PC mortality is something I have often handled in Call of Cthulhu (or GURPS Horror) by either laying down the likelihood of death at the start of the campaign and advising the group to prepare one or more PCs in advance and let their darlings sit it out; and often I try to design around the idea that the really lethal moments tend to come on plot beats that coincide with a grim middle act or the finale. However, given that I also encourage as much free agency on the part of my players as possible this can be a harrowing process to see if the players, by coincidence, comport to the plot and pacing as I have outlined it.

Either way, as a GM I have come to accept that Cthulhu campaigns work best when you plan them out with the expectation of clear and periodic breaks; each works best as a discreet tale, and there is opportune time for reflection and recovery in between. As a result, some of my regulars have characters who have survived for three or more campaigns this way now, and often the "win" as always in Cthulhu is if the players decide to keep them pleasantly retired in their game folders.

At the end of the latest campaign we were left with a unique series of conclusions, some of which clearly hinted at future potential adventures for each character. I myself was left thinking about how interesting this would be, but also realizing that as with all things Cthulhu, any investigator who continues his life in this world is living on borrowed time before madness, death, or oblivion await. That got me to thinking: what horror ruleset or universe might be better suited to an episodic style of tale, one in which the risk of mortality was present, but not necessarily inevitable or even the goal? Or, to put it another way: are there horror games where the focus is on the survivor and their travails, rather than the monsters and the madness against which any number of faceless gumshoes must prevail?

I think it's perfectly possible to accomplish this in Call of Cthulhu, if you commit to a generally more low-key campaign where maybe the mythos creep in in the slightest of ways on occasion. GURPS Horror could accomplish this as well. I hesitate to suggest Savage Worlds, which can handle a certain kind of horror but one which (in my experience) is more suited to "heroic horror" and is maybe less about the discreet moments of character building and world exploration in between....and again, not that you couldn't do this in any system, its just that certain systems may be better at this than others.

The Trails of Cthulhu setting might, but I've got my issues with the Gumshoe mechanics which are aimed at solving an investigative problem that only exists for certain interpretations of the process, one for which I have no need of a solution. Cypher System has its horror genre book, but Cypher, like Savage Worlds, is not about characters of a mundane nature and is more clearly suited to heroes of a most unusual quality; I love Cypher for what it can do, but feel it maybe handles "low key nitty gritty character building" less well than some other systems do.

Anyway.....the idea of a game system aimed at thematically being all about the investigators, the survivors, the people discovering the creepy, weird and the unknown; something modeling the X-Files, essentially, in which we are tuning in for Mulder and Scully first and the Smoking Man and the black goo second....I am not sure that's fully out there, at least in print; I bet Conspiracy X or Bureau 13 might do this. 

I guess several (or even all) of the horror games out there can do this, but it requires a concerted effort on the part of the GM and players to decide that this is how they are going to roll. The tricky part is, if you allow players to grow too invested and attached in their characters, what happens then? Or is the secret that players are doomed, as their character survives one horrifying scenario after another, to inevitably grow attached to their lucky survivor? 

I know I have...in the campaign where I have been a player I have two rotating characters in a Gaslight era Cthulhu campaign, and both have taken on some measure of significance to me, enough so that I contemplate ways to get them to pleasantly retire from the "game" of constantly flirting with death. Arguably this is either a sign that the GM in that campaign is too merciful (too much time and leniency has allowed me to grow fond of my creations), or I have myself simply allowed my own guard to slip, and no longer think of my characters as hapless sacrifices waiting for their number to be drawn, but actual sympathetic fictions trapped in a harsh realm. I'd suggest they buy beachfront property but in the world of the Cthulhu Mythos that is, clearly, the worst idea. 

Indeed, in a horror tale or movie, the death of the protagonist is often tied to the end of the film. In role playing games, the true horror is that when you die the game inevitably continues, proving that you were wrong: you were never the protagonist, you were just another b-list actor who's number was up. 

Tuesday, November 15, 2022

Free League Publishing - Swedish Gaming on the Brain (Vaesen, Mutant: Year Zero, Alien and Forbidden Lands)

A few games on my "backlog" list I published what feels like ages ago -- since my last blog post I have both contracted and recovered from the latest variant of COVID (my first time! Thankfully I was on my fifth vaccine shot), and among the list is Vaesen, which after I dug it out of the backlog I have been reading quite a bit of. It's not nearly as grim and existential as, say, Call of Cthulhu, but it is an ambient and moody universe with lots of gothic potential. I am thinking hard of what I can do with it.

When I was in Florida earlier this year I stopped by a great game store and snagged most (but not all) of the Mutant: Year Zero lineup, with only some modules and Mechatron missing (a book which Ebay asserts only one copy was ever printed so be ready to pay hundreds of dollars for it--yeesh). Luckily every book in the Mutant series is a stand-alone take on a segment of the post-apocalyptic world, and the core book is pretty much "Gamma World, using the Free League rules." Genlab Alpha is for animal mutants, and Elysium is a rather interesting take on the idea of pure strain humans and the M:YZ idea of vaults....pre-cataclysm colonies beneath the earth who weathered out the bad times, but are in turn slowly depleting their resources and creating gruesome level of social strain on their internal social controls. Interesting stuff.

That's all to say that in addition to reading up on Vaesen I am prepping to run Mutant; Year Zero soon. Probably after the current Saturday Call of Cthulhu arc concludes and my co-GM runs the next arc of his Pathfinder 2E campaign, but it seems like a no-brainer to me. We had a lot of fun with my guest Gamma World games, but as seems to happen so often these days, I really do like a bit more meat to my game systems, and the old school stuff is fun for a palette cleanser, but no longer sustains for long term campaigns. Mutant: Year Zero appears to be just the fix I need.

Alien RPG is also still looming, and I also dragged Forbidden Lands out of storage, having all but forgotten I had been collecting it, too. Forbidden Lands looks genuinely interesting, but the problem with any fantasy game system is that I am so invested in my own worlds and pursuing their stories that I just haven't quite pieced together how I would cobble together my own style of campaign from what Forbidden Lands has to offer. The game straight up tells you in the opening chapter that it knows some GMs will use it for their own thing, but the rest of the game proceeds to provide you with such a setting integrated take that it is hard for me to imagine how to extract it in a useful way; made tougher by the fact that its own setting is sufficiently intriguing. What I am trying to do is reconcile my "desire to run my own fantasy world my way" with the book's cool built in setting and style, and see if I can somehow mesh the two. I worry if I simply try to run it straight that I will become disaffected with it and lose interest, but on the other hand I am trying to think of it more like how I run Call of Cthulhu, which is itself fully immersed in the mythos, but is my own specific take on modern day horror with a specific blend of features distinct to my take on what the mythos would look like in the 21st century, borrowing as I see fit from Delta Green, ufology, modern notions of the paranormal, and a reimagining of those things which made more sense in the 1920's and 30's but maybe less so now (example: K'n-Yan is not a giant cavernous realm below Oklahoma, but is an other dimensional space through which certain ancient portals found in Oklahoma can take you; Pluto may not be the actual Yuggoth, but it definitely is a staging ground for the mi-go; tcho-tcho are not a deviant asiatic humanoid species but are genetically modified subjects who's experimental history is ancient and cross-continental; stuff like that). 

If I can do that: take the cool stuff in Forbidden Lands and then transplant it to something I can make my own, I think I can figure out how to use it. Because I do like the system, and I like how it structures a distinct exploration style of gameplay, and I would really like to try that out. 

Free League also distributes (though did not write) Death in Space which I am still thinking about. I feel like I am too much into the "science" part of science fiction to fully appreciate Death in Space, which is a sort of eschatological space-fantasy treatment with the feel of grim SF wrapped around it. It has some core conceits I just don't like, in other words. You don't need all that stuff to make a good SF horror game, as Mothership proves again and again. 

Meanwhile, back in the reality of "what I can actually run and find players for," D&D high level begins, hypothetically, tomorrow! Live! I hope I am not jinxing it (again) by saying this on the blog, as every other time I have triumphantly announced the return to live it ends up getting interrupted by work or illness, so fingers crossed.....

Monday, August 15, 2022

Gaming This Last Week: More DCC (it's getting good), D&D 5E Keeps on Going, OSE returns and Lots of New Books (Path of the Planebreaker, Ruins of Symbaroum, Anime 5E)

 Well, the last week has proven exciting, as I resume GMing duties on Saturdays for a while. The recent gaming events have boiled down to the following:

1. Weekly Dungeon Crawl Classics on Monday nights. As we play further and deeper into this particular game I feel that, as mentioned last post, DCC is a game best enjoyed around a live table with fleshy humans; VTT just doesn't do this system as much justice (though in fairness I think approaching the VTT carefully with some clear rules on conduct in the funnel crawl would help). Either way, DCC is fun....maybe I will think about running it, or one of its cousins (Mutant Crawl Classics) sometime. I just can't get over "race as class" in 2022, but MCC handles it well enough with its post-apocalyptic theme (for me), so....yeah, probably that eventually.

2. D&D 5E Wednesdays continue, and it's been a blast. I've developed a very pleasant relationship with 5E, and my strategy of reducing non-critical foes and encounters to minimum permitted HP has helped a great deal with keeping the combat, when it happens, from overwhelming the evening. My setting for the campaign continues to be fun for me, with a large focus on an archaic world straight out of the fifth century AD steeped in traditional folklore, magic and superstition, and eschewing much of the more fantastical/farcical elements of the genre to keep it simple and mysterious.

3. We had a final night with Call of Cthulhu on Astral Tabletop Friday. The Keeper is taking vacation for two weeks, and when he returns Astral will be gone. RIP Astral, you were a decent VTT environment. 

4. Saturday I returned to the GM seat, and while we had bandied about returning to Starfinder I convinced everyone I could no longer pretend I even cared about that system anymore, and we should just resume Old-School Essentials again, which we did, with a follow-up campaign to the first one. Since some high-tech sci fi elements were inevitable in this sequel, I am cribbing content from a combination of Gamma World, Mutant Future, Star Crawl and Mutant Crawl Classics for now to "fill in the gaps" as it were. So far, working great! As the group reaches 3rd level (give or take) they are starting to see how the system, despite feeling anemic compared to modern iterations of D&D, is actually quite robust as a story engine type game. We're using the Advanced Edition rules in OSE, which is where my comfort zone lies; although I did start with the Otus red cover Basic D&D set back in the day, my second purchase was the AD&D three book set and my second game was in AD&D. For this reason the "class as race" thing never made sense to me and feels too limiting. I ordered a second set of the rulebooks for my wife as well from Exalted Funeral, I think for the games she runs for kids at school it might be a great choice.

Several new tomes arrived within the last week: The Ruins of Symbaroum is a really interesting adaptation of that system to D&D 5E, though maybe most useful for use as-is; I am not sure its all that easy to extract content from for other games. 

I also got my copy of the Path of the Planebreaker from Monte Cook Games today. Just started reading it, but already looks like an amazingly interesting approach to cross-planar travel with tons of useful content. It feels like a spiritual successor to one of my favorite 3rd edition books, Beyond Countless Doorways. 

Finally, ordered (and snagged the PDF) of Anime 5E, from the company which apparently now controls the Big Eyes, Small Mouth property once held by Tri-Stat. This book is really dang interesting, and I must write more on it soon, as it provides an apparently very nice approach to turning D&D 5E into a point-buy system of design, and all the rules to allow for it. More on this one very soon.


Monday, March 14, 2022

GM Style vs. Campaign Styles - show vs. tell and how it changes in RPGs

 Saturday we tried out an initial session of Old-School Essentials. This was due to the Call of Cthulhu campaign hitting a dramatic climax, reaching a point where plenty of PCs needed to go into psych wards, some players needed to roll replacement characters, and the rest of the Delta Green team needed to do some new recruiting. While the GM concocts the next story arc I suggested OSE as a filler between sessions until I was ready for whatever I come up with next.

To get this out of the way: Roll20 has a nice Necrotic Gnome branded character sheet which made playing OSE in VTT easy, and it was a fun session. My son has joined the Saturday group and his presence was critical, I feel, to helping me better understand both the baseline appreciation for the game in general, and also helped me to realize why I often have a sort of "GM crisis" where I find myself feeling extremely dissatisfied with the games I have been running. 

Part of the issue, I now realize, is that the VTT format really leans heavily on the "show, don't tell" methodology, and by virtue of the tools at hand that means its easy and almost feels necessary to throw out battlemaps of everything, along with minis. If you have a dungeon map, after all, why wouldn't you use it? But this is actually rather contrary to the way dungeon delving actually worked back in the Old Days. In 1981 when I ran the Caves of Chaos I actually did put down the dungeon map, and we actually used push-pins on the map which I put a foam backing behind to track movement of the group (the horror!) It was a glorious mess, but quickly afterwards I realized several things:

1. Don't do something to the map which makes it non-reusable/messes it up.

2. Describing things to the players and letting them map it out is both what the game expects you to do and also kind of more fun (but not these days; I think around 1990ish is when I believe players stopped wanting to do their own mapping, I noticed).

3. Tell don't show was the norm back then because describing something gave it much more detail than you could get unless you were a proficient illustrator. Today, google searches make it trivial to find some artwork to do the same, but in truth it's also a placebo effect, a prop might lock you in to something not quite in alignment with your vision for the module.

From pretty much 1981 until around 2002-2003 I was a "describe the thing" kind of GM, telling players what was going on, where they were, and so forth with occasional illustrations in play. I had dungeon, city and overland maps but their purpose was for me to keep track of things, and the players needed to assess where they were from my descriptions. When we had complex battles a sheet of scratch paper was usually deployed to provide a rough sketch of what was going on. That was it.

2002 was notable because I got in to a group where I rotated GM duties and gamed at a house with a friend with an enormously complete collection of maps and minis, and even props. This scenario would repeat again with another friend who had even more maps, minis and props in 2008ish. By then, I had acquired lots of maps and minis myself....D&D 3rd edition, particularly 3.5, leaned heavily on the implied expectation that these were advisable to have, and it was a norm that I had to get used to. In truth, I never did; the only reason I can enjoy D&D 3.5 today is because its no longer played much, and I can set the game table expectations back to my own preferences, leaning less on maps and minis. 

In film, there is a general notion that showing the audience something is better than telling them. If you have to convey information that cannot be shown, it may be necessary to rethink your approach a bit. I can think of no better illustration of how this works in cinema than the 1980's era director's cut of Dune vs. the 2021 Dune chapter I. Both films are telling the same story from the same book, but one does a borderline maddening level of "telling" to get the audience up to speed and the other leans 100% into the "show the audience" side of the process. 

Likewise, a concept like this can apply (and often does) to novel writing. In writing, it is often (not always, but often) better to have someone within the story convey information in a meaningful manner. If you have to exposition dump in a novel to get the reader informed, and that exposition is not conveyed in the course of the plot or through the voices/sight of a protagonist or other character, you risk losing some audience when they feel like the author is maybe just sharing their notes to get everyone on the same page.

But in GMing, the concept of show vs. tell is different. There are elements of the two concepts from above which do apply: a GM who can show an illustration of a trap room might find it evades confusion in explaining what things look like, for example. Old modules did this, a lot. Look at Tomb of Horrors, for example! The idea of providing illustrations of complex or interesting rooms from the perspective of the players is a great idea.

Likewise, it is much better to have a character within the game (or a good skill roll) tell players some useful information or backstory....and to write the module to include said backstory as a findable easter egg, if you will. Often many modules include pages of explanation for what brought the situation or location to its current state, enveloping the GM reading it in lore, then fail to provide any mechanism by which that lore can be meaningfully imparted to the players. Some GMs just infodump, but that is a terrible idea. There is such a thing as too much information (for some players) and a GM should know where that threshold lies with their players.

But when it comes to the show vs. tell concept in VTT and specifically the use of maps and minis, this concept changes....at least for me. The difference for me between RPGs as a strength and RPGs as combat miniatures games boils down to whether the use of maps and minis hinders or enhances the flow of the narrative. If you like the combat, if you enjoy the tactical elements, the maps and minis are useful tools, obviously. But if you are like me, and you never even considered maps and minis to be necessary or even helpful for the first 21 years of playing the hobby, they are a bit of an anathema to the tale-telling you are actually aiming for.

In the old days, I called this the "swing from the chandelier" scenario, with the implication that players might try to do something like that if the location of a fight is fluid and descriptive, with the players asking questions about the environment to see if there's something they can exploit. This means you could have possibilities to consider in battle that simply don't exist until you bring them up....but once asked, make sense, and so become available. To contrast, a map lays it all out clearly, and also cannot adequately convey three dimensions....and 3D scenery can do that, but at the expense of a heavy cost in cash and time, plus of course being actually good at making 3D scenery and props is a skill unto itself, and if that were the initial barrier to entry for this hobby then I simply would not be in the hobby.

All of this is a long way toward me realizing that one of the reasons I have been less satisified at times when running games in VTT recently, while at other times I have been having a blast, is because I have fallen in to the trap of what I call the VTT Hammer. When your tool is a hammer, everything looks like a nail, of course. In VTT, when your tool is designed from the ground up for you to use virtual maps and minis, then everything revolves around that. But it doesn't need to be so; I never use maps/minis as such when running Call of Cthulhu, for example. And in my Mothership games the maps as such are point-locational, by design, which means that you are using them merely to keep general track of where people are at, not as battle maps. Either way....my Mothership and Call of Cthulhu games have been amazing, whereas my recent D&D, Pathfinder and OSE games have been utterly m'eh.

I'm looking at how to handle this for Pathfinder 2E tomorrow. Thankfully it really is possible to run PF2E, D&D 5E and OSE without the conventional maps and minis....go back to the descriptive theater of the mind approach, as the appellation eventually came to be. One huge advantage to this approach is that it tends to force the GM to think more about what you want to present in a scenario, rather than doing it procedurally. As an example: there are four interesting encounters I want to get to in the dungeon crawl in OSE, but the rest of the dungeon is just obstructive and boring chafe....so why am I slogging everyone (and myself) through the procedural of dungeon crawling when the old players in the group are, as veterans, going through the motions just because, and the new player in the group, who is having fun with all of it, will also happen to find the actual fun stuff just as fun, if not more so, and never know the difference? 

For me, it is reconciling the notion that "just because VTT expects me to stick a map and minis out doesn't mean its a good idea." Of course, that doesn't mean it isn't always a bad idea, but a friend of mine read an article on this, and I wish I knew the source of this rough paraphrased quote, that boils down to, "never hide your good ideas." And in truth, I think a lot of scenarios in gaming do exactly that: hide the good ideas.

Okay, enough rambling! More on OSE later.....I have a lot of thoughts about the game now that I've run it a bit, more about the general nature of classic retro gaming in and of itself. Likewise, more on the conundrum of being an old veteran player and the idea that young, new players are actually a great way to invigorate your own interest once more. 


 

Tuesday, October 26, 2021

Mulling over future game plans

 Brief post! Just a fun one as I muse on future plans.

Right now I am running D&D 3.5 live every other week, a campaign focused heavily on hexploration (without hexes, I only have grid paper), dungeon crawls, liberal adaptation of old Necromancer Games modules and a setting ripped right from 500 AD (but with, you know, more D&D in it). Then every other week I have an ongoing live Call of Cthulhu game, which I expect to last 2-4 sessions, but who knows, maybe it will go longer. Saturday I am running Pathfinder 2nd Edition on Roll20. I have been warming back up to it, albeit with the caveat that Pathfinder 2E will never quite feel as liberating to design for as D&D 3.5, but we all agree that we have fun playing it (it plays very well), and there is a lot of group investment in the campaign.

Meanwhile, semi weekly I am running Mothership RPG on Roll20, and it is quite fun....but also the kind of game where I can see how it may be best handled in periodic doses. It's extremely focused in its content, so every game feels like a dense dose of B-movie sci fi horror maxed out. This is good....but I could see overdoing it after 10 sessions or so. But hell yeah it is good! Just maybe best to broaden the focus to mix in a periodic palette cleanser.

For my new campaign ideas going in to winter and 2022, I have given some thought to what I most enjoy and wish to focus on. As one gets older, it becomes inevitable that you start to grow familiar with your preferences and find less and less trouble leaning hard into them. As such, I realize that I have some very specific interests, and those interests are remaining tighter and more consistent, which I really appreciate; I feel like maybe at last I am shedding my days as a "chasing the shiny" behind. Slowly.

So the first and biggest thought I have is: More D&D 3.5. It's a very robust system, and essentially complete since no one publishes for it anymore (if you exclude Pathfinder 1st edition stuff, which is technically compatible). I realize now I have enough D&D 3rd to last me to my dying days, easily. The stuff that annoys me about 3.5 is easy enough to ignore or modify, whereas the stuff that bugs me about D&D 5E requires a more fundamental rebuild, so I think its just easier to stick to 3.5 and be done with it. These are words I would never have thought I'd have typed 13 years ago. 

The second big thought is: more Cypher System. Monte Cook Games has the new Planebreaker Kickstarter out, and I decided to back it with the intent of getting the Cypher System version. I learned a lot earlier this year running my Realms of Chirak campaign in Cypher System, and one of those lessons I learned is to fit the setting with the system better....Chirak was born of an ancient and unholy mixture of Runequest and D&D back in the day, and is best if it stays in that wheelhouse, My next Chirak campaign will be in Pathfinder 2E or D&D 3.5, instead. Cypher, instead, deserves all the creativity and newness I can pour in to it, and I really want to explore my post-apocalyptic space opera campaign ideas for the next campaign.

If you follow this blog (and I know blogs are very out of style these days!) then you know I go back and forth on a few issues with Cypher System and Pathfinder 2E. In considering what I will do next with these systems, I think it boils down to this:

Cypher System: I want to look carefully at the way encounters/challenges are framed in Cypher, and how to make that work without defaulting to the more conventional RPG tropes set by D&D. Especially as Cypher character get to around Rank 4, when they become ominously powerful against conventional threats. 

Pathfinder 2E: On this one, the issue I have in mind is: can Pathfinder 2E run in a "loose hexcrawl" structure similar to the open-ended campaign I am running for D&D 3.5? Could I adapt 3rd edition style modules to Pathfinder 2E and not find balance issues that unnecessarily put PCs at risk of death? The Gamemastery Guide talks about hexcrawling as an option, but I am curious as to how it would really work and feel in play. I am not 100% sure my gaming group is good for this style of game, at least with Pathfinder, as I have some rules lawyers who can very quickly do the mental math to ascertain whether an encounter is disproportionately unbalanced either for or against the group, and that sort of balancing issue is core to encounter design in Pathfinder. I haven't reconciled this, but I do feel it is worth investigating....time will tell. D&D 3.5 is much looser and can handle this fluidity a lot better. I, for example, could have a mixed level group in D&D 3.5 without much difficulty at all, but in Pathfinder 2E it is very clear that PCs should never be more than 1 level apart, and ideally all the same level.

Anyway.....thoughts!



Monday, August 16, 2021

Original Delta Green Kickstarter

 Just discovered this Kickstarter by accident.....count me in at the $300 level!


This reprint/revamp appears to update to the current Delta Green ruleset, which is built off of the Legend OGL. Still, 95% compatible at its core with Call of Cthulhu 6th edition, and close enough to CoC 7E (a pity it's not officially licensed and 100% compatible, though.....yes, I really like what CoC 7E did to the system).

Check it out here.

Thursday, June 17, 2021

Devil in the Details - When that one design choice overturns an otherwise fine system

Today is a post about griping about things, completely new to the internet, I assure you. You have been warned!

So I wonder how many have had this experience like me. Take a game, a game you might have a keen interest in. You read through it, design some characters, work out some scenario ideas.....you're learning the system. So far you see all the cool stuff and you become increasingly impressed. The creator of the game has a vision, and its one which aligns well with yours, meshes nicely. Indeed, it either supports your own ideas well, or provides ideas you had never considered but can definitely get behind.

Then....that thing happens. It's the thing that for some people they say, "Yeah I like this, but I wish the game did this thing differently," and then they start tweaking and house ruling. In some cases, anyway. I don't generally mean that, though.....first off being I don't like assuming I know enough about the rules to want to change them until I've actually run the game. Second issue being a rule might pose issues, but the idea in my head is that subtler, more disheartening moment when you discover that there's a design element in the game, something maybe a bit vague or undefined that you feel should be fleshed out, or an omission (or inclusion) that just feels out of place to you. 

Maybe the game suggests you should have a wild and wooly bestiary included and the game only has stats for four monsters or something. Maybe you expected the game, which deals with a serious look at ethics or morality in a genre setting to include some rules that support that and they're just...absent. Or maybe you expected the game about high tech capers to have more than a page or so on high tech things. That sort of "oh no" moment.....things you could only fix by, essentially, writing an entire new chapter or sourcebook for the game, or rewriting the game to remove a weird tonal inconsistency. Or drafting up new art to reflect the dark and serious nature of the grim setting, reflected through the eyes of an artist focused on cute anime styles. Stuff like that.

I've had that happen to me on occasion. I'll concede, a lot of what crops up here are SF related, which might say a great deal about my expectations for SF games. A few notable examples I can think of at the moment include....

M-Space Falls Flat on Weapons and Gear

I really dig M-Space and it's design intent, but I believe the author is on record as not being very "gadget focused," and it shows, unfortunately. When you get to the equipment section the barebones weapons and gear lists are the barest essentials for a good SF setting from my experience, and are oddly reliant on some Star Wars terminology with the serial numbers rubbed off a bit (seek out evidence of where else in SF the actual term "restraining bolt" is used, for example, outside of Star Wars). When you see the similarities in the gear it can't be unseen, and the minimalist list means the GM has some work cut out for him if he wants to have a range of gear across differing tech levels. M-Space also lacks tech levels, and oddly, while it does provide ship costs in design, its prefab ships do not tell you how much they cost. My players will want to know!

White Star Can Be Taken Seriously But Doesn't Want To 

I griped about this before at one point, and it was really when the Galaxy Edition came out that I realized that the White Star universe was defaulting to a setting with transformers, cosmic space squirrels, not-wookies, not-ewoks, off-brand jedi and off-brand sith and so on and so forth that the simplicity of the original core rules (which had nominal Star Wars-esque content that I could hand waive) suddenly overwhelmed my ability to use the expanded product with any sense of seriousness. Were I to write a game like White Star, I'd try really hard to corral the homage-style content to supplements and leave the core rules something with a broader scope in application.

Starfinder Uses Handwavium for Gear and Starship Economies

Also griped about, but ultimately a bugaboo that makes it hard to properly run campaigns for this otherwise fine D20 system, is its use of level scores for gear and a starship design system that completely divorces ship design and advancement from wealth. The core conceit of Starfinder is that mechanically both gear and ships are tied to PC level and over time you can get better gear (and boost your ship) as part of the leveling process rather than as part of the "in game story process" in which the players negotiate for the cash to buy things. In theory this shouldn't pose too much of a problem except that it does....and it does so because the way gear is done lampshades the entire process. Gear at level 20, as an example, isn't theoretically that different from gear at level 1. It's just....better. Much, much better. Trying to explain how build points for starships tie in to the galactic economy or why the corporations sell gear at increasingly staggered levels of complexity raises all sorts of uncomfortable questions about how the Starfinder universe is supposed to work, and as a result it does some very weird things to one's sense of verisimilitude. The problem of course is we as gamers know the real answer: mechanical balance demanded by the game system. But when the game mechanics cause weird and illogical interpretations of the implied game universe, it makes acceptance of that universe very difficult. More difficult, ironically, than believing in fantasy space elves with magic and laser guns.

Pulp Cthulhu Is Pulp at the Expense of Cthulhu

Yes, you can adopt the Pulp Cthulhu rules and have a rousing adventure in which you through derring do and sheer grit manage to blow away an elder thing while dynamiting his pet shoggoth.....but are you actually playing Call of Cthulhu then, or are you just using assets for a physics defying action game that is paying a slight nod to the source material it perverts? Maybe it depends on the interpretation, but I personally think that talents and all the associated drivel of the pulp rules can go hang out in someone else's games. On the plus side, it's all quietly constrained to the Pulp Cthulhu books and therefore easy to ignore.

Those Dark Places Likes to Talk About The Idea of What's In Those Dark Places But not..you know...What's Actually In Those Dark Places

Those Dark Places is essentially a game about the first twenty minutes of the movie Alien, and it stops right when they are about to find the eggs in the ship. It's an indie game (and as such a lot of the times you have to either be on board with the creator's vision or get off the bus), in which the smallest section of the book is the one which advises GMs on how to populate their games with vile xenomorphs and evil androids. Indeed, it really doesn't seem to want to do this at all, and stops short of....anything. So, yeah. It's really just an indie RPG for rolling up space workers and then thinking about how it would be cool if something interesting happened while they were working. To contrast: the excellent Mothership gives you one rulebook to roll up spacers, then showers you with several incredibly dense space adventure tomes that are increasingly insane and deadly space crawls. 

Okay then! Felt like a rant for fun. I think some of this is cropping up as I am taking time during my work-related exodus from gaming to realign my gaming focus and look for other oft neglected games on my shelves to see which ones might demand more attention and interest. Maybe next post I'll mention some of the games which surprised me with their efficacy in design and focus. 


Monday, June 14, 2021

Games with Multiple PCs per Player

 I've been mulling over a recent experience in a Pulp Cthulhu 7E game where the players each got to run 2 characters. I think some of the rationale was it was a scenario designed for a lot of players but we were a small group. It was also potentially a very deadly scenario, so maybe multiple PCs left some wiggle room for death without taking a player out of the mix. The key thing, though, is that it meant that I was trying to juggle more than one PC, and it was an experience that made me think about another game I've been interested in recently: Dungeon Crawl Classics (as well as Mutant Crawl Classics) and their funnel mechanic.

Here's the thing: I really disliked juggling 2 PCs. I realize this has to do with my play style as a player, because as a GM I of course must juggle lots of NPCs. As a GM the process is simple, because the NPCs are not PCs, they have their moment/turn of events and are tied to the plotline....as much as I choose to ham it up, NPCs are still there to act as foils for the PCs to play off of, letting the story move forward. That is a distinctly different experience from what I want as a player.

As a player I imagine there are a few types of people out there who engage with their character in different ways. Ways I have seen include:

Speaking of your PC in the third-person tense ("James tries to open the door.") like you are an author narrating a protagonist's actions. A lot of new players who haven't role played before start here then work out their comfort zone over time.

Speaking in first-person, but playing, in essence, yourself (you are invested in actions, but not necessarily immersion; dialogue will sound like this: "I talk to the demon to see what it says it's name is."). Players who settle here tend to be playing a role, yes, but are not really role-playing in the conventional sense. 

Speaking in first-person, but playing a character (you may change your vocal tone, accent, or even go a bit out there: "If you, sir, are possessed by a demon, then how might I address you?"). A majority of long term gamers tend to nestle here after a while, and most tend to have a range of around 2-4 "types" that they favor, sometimes with varying personalities and other times with varying playstyles to match.

Speaking in first-person in charicature; these are the players who either are amazingly good at it and bring some genuine thespianism to the table, or they are an earsore and we all suffer, but they are key in always being exaggerated in their personality and voice, and indeed their main satisfaction may be less in following the story of their PC than in the representation of it. This kind of player is actually not that common in my experience.

Anyway.....I have a theory that the multiple PC methodology does not mesh well with all but the first type mentioned above. It creates a disruption when you are a focused player who likes to figure out a character, but must then "jump tracks" every turn to figure out a different chaarcter. In the recent games I found myself resorting to third-person narrative for my secondary PC just because it was the only way to keep things sane in my head.

When I have run my own games, if a secondary character becomes necessary I have always identified them as NPCs who act as henchmen under mechanical control of the player, to which I would then lend the personality or decision making if needed (it is not too common the player is good at this, unless the NPC/secondary character is something easy to manage like an animal companion). This has worked well; I've run games where there were 3 PCs but each had 2-20 henchmen, whom they could direct and control, without worrying about the personalities.

As a result, this got me to thinking about the funnel crawl and its design intent in Dungeon Crawl Classics. The theory is that putting a massive group of zero level PCs who are definitely fodder for the module will let players bond with the survivors. It's an interesting idea, and may work, but does require that the initial game be, in essence, about "no one" at first, and that the disconnect of the player to a mass of PCs will in theory subside once one or two of them are all that is left. I want to see how this works in play, but worry that it would be less exciting than it sounds.

I do know one thing out of all this, though: aside from not liking controlling two or more PCs equally as a player (in Call of Cthulhu, at least!) I also don't much care for the Pulp Cthulhu rules. Too unCthulhuish! But that is another blog post for another day.


Monday, December 28, 2020

Death Bat's Top Five RPG Products of 2020

 In this painfully irritating year we all had at least one form of entertainment that sustained our minds despite the convergence of the maelstrom that was 2020: gaming. And amongst gaming even tabletop gaming managed to survive, thanks to online virtual tabletop experiences! As such, since it is once again closing on the end of the year I thought I'd take a moment to highlight the best stuff I managed to snag and enjoy this year. The list this year almost suffers from too much good stuff to pick from, as a lot of really fine books for tabletop gaming came out this year:

#5: Pathfinder 2E Advanced Player's Guide

This tome contained much-needed additions to ancestry and class as well as three new classes and a ton of support material that provided a signficant bridge between the end-state of PF1E and the current state of PF2E. It's not that the core book was missing anything; rather, it's that 2E has that long haul to get to the same "useful content" state that 1E had already achieved. That said, the new material in the new APG was a great addition to the game. 

#4: Cypher System's The Stars Are Fire

The second expansion for Cypher System from the "Your Best Game Ever" Kickstarter was an amazing book, a comprehensive resource for running a range of SF genre games in the Cypher System. The approach taken breaks down genre necessities, tropes and expectations and handily outlines how to handle all of this in Cypher terms. 

#3: Traveller: Behind the Claw

The only thing better than a general purpose scifi toolkit is a dedicated campaign book focusing on prominent border sectors of Imperium Space: Deneb and the Spinward Marches, in the Traveller universe. This book is really referee-friendly, and provides an excellent resource for sandbox gaming in a region rife with potential conflict. Also, maybe it's just me, but this book was surprisingly fun to read and not as dry as some other Imperium setting books have been in the past.

#2: Arcana of the Ancients (5E)

This tome, along with it's two sister volumes Beneath the Monolith and Beasts of Flesh an Steel, comprise three volumes on introducing the high-science fantasy of Numenera to D&D 5E. The three books can collectively serve as direct campaign resources or the toolkits for a GM to do their own thing with the concept. The material meshes well while bringing distinctly Numenera/Cypher concepts to 5E, and if you've been intrigued at the world of Numenera but couldn't convince your players to try out the Cypher System then this resource is a sneaky way to get them in to it. Alternatively, it's a lush resource of additional building blocks for making decidedly non-Tolkienesque fantasy in 5E, too.

#1: Call of Cthulhu 7E: Malleus Monstrorum Volumes I and II

I've been using the PDFs to supplement Cthulhu for months now, but the print editions finally arrived in time for my Xmas present, so lucky me! This two volume set provides a fantastic full-color reinvention of the original 6th edition version of the same, but now with just more, more and even more Mythos goodness. An invaluable resource for Call of Cthulhu 7E keepers and a worthy set for any Mythos collector.

Honorable Mention #1: Alien RPG

Technically Alien RPG came out last year, but I acquired it at the beginning of this year (iirc) and it also released a Starter Set and a boxed campaign (Destroyer of Worlds) that only enhanced how good this game was at representing its source material. As a long time fan of the series (both through better and worse; the Alien franchise has had its fair share of stinkers) it is impressive to see how the Free League team tackled a reconciliation on the many and varied alternate and contradictory takes on alien Canon (and non canon), and managed to produce a game that feels like it might manage to surprise and entertain. 

Honorable Mention #2: Cypher System's Godforsaken

The only reason I felt like I couldn't include this is I haven't finished reading it yet, but it is already clear that Godforsaken does a fine job of escalating Cypher System into the realm of a full fantasy game, no doubt just in time for the upcoming revamp of Ptolus next year. I'll be using it soon for an actual Realms of Chirak campaign, too, as well as revamping my Ensaria campaign, which is a Cypher world I have run some campaigns in themed around the idea of a fantasy realm that is in fact a lost colony world.

Overall though, this was a pretty amazing year for new RPG books, despite the pandemic and subsequent economic downturn. Hopefully next year will be better for game developers and publishers alike, as well as gamers everywhere. 

Wednesday, October 14, 2020

How to Run Historical Games

Last week I talked about criteria for the best type of RPG for historical gaming. For the "best of the best" I identified GURPS, followed to lesser degrees by Mythras, BRP and Call of Cthulhu. The latter of these four works best when you are going to "historical, but with mythos" of course, but the key takeaway was that for good historical gaming you want a system which sticks to a "realistic" baseline, emphasizes interesting ordinary traits in characters, does not require redacting significant content that impacts the game experience (e.g. removing a magic system core to the game's themes) and has support material. GURPS is hands-down the winner here, but Mythras comes in a close second along with BRP and CoC.

Remember it's a Group Venture

This time around I thought I'd talk about some of my experiences running actual historical games. A key problem with historical gaming is that it can mean different things to different people, so the first and foremost bit of advice I can offer up is: talk to your players about your ideas, and make sure that they are both on board with the concept and excited about it. There is nothing that kills a game faster than a GM who's grand vision for an esoteric deep-dive into historical tales around Roman General Riothamus are thwarted by a group of players who were expecting T.H. White's King Arthur. Likewise, a group of players who feel like they are being forced to experience a historical re-enactment of either actual events or the GM's personal fan fiction on a historical moment will lead to inevitable disappointment and campaign collapse. 

Put another way: the motto of any GM, regardless of intent, should always be to remember that it's a group venture and the group should as a whole be having fun. This doesn't mean that if your regular group is not in to what you plan to do that you should ditch it, but it does mean if you are married to an idea for a campaign you should seek out the time, place and players who will find it worth their time to explore the idea in question.

Establishing Familiarity and the Economy of Information

Taking to the players about their expectations for an historical campaign is a good idea. Looking in to your own heart about what speaks to you about the particular historical setting is also a good idea. I once played in a campaign set in an era of feudal Japan, but the GM, despite having a great internal vision of the campaign, wasn't that good at conveying details or explaining the "why" of things to the players. As a result, we had a really shallow experience with the game, unclear as to why some things were happening or what we were expected to do. We persevered because we enjoyed gaming together, but it was a short lived game as the vision was neither conveyed nor understood.

If you decide to go for a historical period in which you are very familiar, figure out how familiar your players are with that time and work out some plans around their familiarity or lack thereof. Take one of these strategies based on your players, which is already assuming that regardless of their understanding of the historical period they have already expressed interest in your pitch:

Players Not Familiar: this means you will need to think about your setting's relevant details and focus on the things which will be interesting or important (preferably both). If you know your players are keen on learning about the historical period as part of the experience great, but otherwise try to avoid narrating it like you're a National Geographic Special or in an academic reading; the same rules with actual fictional worlds apply: details that don't matter really do not matter, and details which the characters would never know the players also would not need to know. If you have some great bit you want to talk about on the historical backdrop that isn't relevant, save it for the after-game talk, but keep it out of the actual play experience.

Players Familiar: everything above counts, twice as much, but with two caveats: the reason you don't wax philosophical on the historical details that don't matter to the plot is because they could derail the game if you get into a discussion of irrelevant minutiae with another scholar of the period. The second caveat is: that player at the table who is familiar is now a valuable resource, so use him or her. If they have some information that might help clarify the moment, take advantage of that so long as it doesn't violate the need for an economy of information (use only that which is relevant). 

On rare occasion you might run something set in a time period for which a player is far more familiar with and vocal than you might want them to be. In these cases try to establish proactively that extraneous details are best kept for the after-game chat. That said, still take advantage of their familiarity with details that lend to the moment, but (to take a totally random example that happened to me in college) ask them to refrain from elaborate lessons on how Vikings saddled their horses (unless your group is like really in to that).

Narrating Detail as a Story Aspect for Entertainment First, Enlightenment Optional

Part of good historical gaming is setting the theme and mood for something exotic and also established in the real world, or it's recollection of such. Much of what I previously mentioned is aimed at the idea of extraneous, irrelevant or unnecessary information; it is not helpful to the story of the moment, or it is packaged in a manner which brings the narrative or gameplay to a standstill. That said, lots of such content when relevant or important to the moment should be presented. Just make sure you do it in a manner consistent with the goals of "presenting useful information" and "establishing the flavor of the scene."

For example: if I set a game that takes place in an early dynastic Egyptian court,  I will want to include information and descriptions which establish for the players useful images and data on the situation. If they are playing Egyptian characters then they will need some basic groundwork on what the court etiquette is, if it's relevant. Establishing customs and practices in this context might be useful, but it works best if you incorporate it into the description of events as part of the story rather than a break out lecture. You might be tempted to send this information to the players beforehand, but I don't advise it unless they request such; too much info sent from a GM without request is not fun, it's homework. I strongly believe in the axiom of "show, don't tell" though since RPGs require a narration you are in fact narrating the "show" part. 

You can use skills to gatekeep info, of course. Players who have no etiquette training or courtly graces experience can be told information from the perspective of those who find what they see as unfamiliar and intimidating; nobility engaging in practices which they find awe inspiring or terrifying to simple commoners. But if the group consists of nobility then the information should be imparted in a manner which helps them set the scene and also understand that what is happening is familiar to their characters, if not them.

In my experience, asking players to tell you what they do in situations like this is often counter-productive. The players who did their homework or have the interest will likely volunteer such data. Others may welcome a GM who doesn't force them to explain in precise detail how to saddle a horse. I experienced that as a player once...it was an ironic moment, as I grew up on a ranch in real life and could saddle and ride a horse, but could not satisfactorily explain it to the GM, so my character (who should have such knowledge regardless of the player) failed at the task. Giant Lose on that scenario.

Using Actual Historical Events as Underpinnings vs. Springboards

There are two thoughts on how to handle documented history: it's written in stone, or it's not. Your players can either find a way to kill Hitler, or Hitler and Eva are destined to be found dead in a bunker. How you choose to do this is important to your initial story pitch. I, for example, lose a metric ton of interest in a historical game that is about to dump the actual historical underpinnings; if I wanted to play an alternative history game then I'd look to something like GURPS Infinite Worlds; if I want historical, I want it with all the gorgeous depth and details of actual history. For this purpose, we will assume that for actual historical gaming we stick to actual historical events.

This poses a problem though: what if your players try to kill Hitler? Well, there are a few ways to handle this: first and simplest is, if they can figure out how to do it, let them. The game stops being historical after that point, but it's still a fun experience. The one thing I feel you don't want to do is impede them. If you've created a scenario where they have the will and the way to accomplish something, it is ultimately better to recognize that you made a scenario which allowed it and proceed accordingly; literally anything else you do that stops the action will feel like GM intervention or rail-roading.

The better solution is to think carefully about scenarios that would prove interesting that don't deal directly with historical lynchpins and allow the players as much agency as possible within that context. For example, rather than design a scenario where the players feel they have the will, means and need to find and murder Hitler in 1938 instead look at other scenarios that deviate from such trains of thought. There are no shortage of lesser historical characters and plenty of "closely similar" personalities you can populate a setting with that will allow for an interesting story while letting the established historical backdrop play out in the background.

Another approach is to look for hotspots in history it is not as clear exactly who did what and how it all specifically went down. I actually think World War II is a terrible genre for actual gaming because you have to slice it very thin to find moments in which PCs can do things not already well established. You can still find moments, though: a campaign centered around D-Day and Operation Overlord can lead to some great fun, all while using the historical record as a backdrop. 

Other historical periods can explode with wide open opportunities for an historical experience that explores the gaps in our understanding. The case of the real King Arthur is a fine example: you could set an entire campaign around the sparse but insightful details of Riomanthus and run a campaign which strive for historical authenticity while also diving into a "what if" of that time period with little effort; the GM who finds creative ways to reference later legends of Arthur by weaving the campaign around the origins of such references gets bonus points. If Riomanthus was the inspiration for Arthur, then who was the inspiration for Merlin, Nimue, Lancelot, Morgan le Fay and the rest? Historical analogs for all of these characters could exist in such a telling, and would manage to walk a fine line between historical setting and creative extrapolation without going over any particular line. 

The key thing to remember is that the further back you go the more your historical context will rely on interpretations of the material available, extrapolations from the pieces of the picture, and the less it will be structured around well established facts. The campaign I am working on now, for example, will be focused on a narrow time period during the reign of King Akhenaten, chiefly because it is both a really interesting period in Egyptian history, but also because thanks to the discovery of the Amarna Letters, which were missives to and from neighboring polities over a few decades, we have a remarkable (but rough) picture of the political goings-ons during a hotbed of activity during the rise and fall of an extremely contentious Pharaoh who attempted to replace an entire belief system with a new, highly abstract form of monotheism. 

This gets to the last key point:

History as Backdrop

Alluded to above, this distinction is important: when you design an historical adventure or campaign, think carefully about whether the subject of the campaign will interweave with historical elements, or whether the historical context will be a backdrop for adventures driven entirely by the players and "local, possibly unrelated" events. 

A friend of mine ran a fantastic historical campaign set roughly around 1,000 AD during the Crusades. It's driver was a macguffin: a piece of wood allegedly believed to be a piece of Christ's cross, a holy relic of incredible worth if it is truly what it is claimed to be. The characters we played were mostly survivors in one form or another, the sorts of characters that would find cause to take interest in the relic, either out of belief or profit. It was a great game, and it provided an elaborate setting backdrop grounded in historical verisimilitude without either overwhelming us with detail or derailing with any actual historical details from the time. It felt like a thing that could have happened but no one wrote it down so it was lost to time, in essence.

When you design games like this, you do so with an eye often toward the more common people of a given period. Not all ideas for historical scenarios will work like this, but if you want your players to have the greatest agency this is the best way to do it.

Guidance to Players: Pregens and Player Guides

One thing you can do, particularly if this is a short campaign or single session event, is provide pregenerated characters. This has a few benefits: it saves time for the players, gives them a range of choices that the GM has pre-vetted as relevant to the intended campaign, and ideally you as GM should have twice as many pregens rolled up as there are players so they still have some agency in picking and choosing from the various backgrounds and personality types to suit to taste. 

If your campaign is geared to be longer (more than 5 sessions) and your players are of sufficient creative mindsets then you will probably want to provide a campaign precis instead. This is not quite the same as sending them a bunch of character homework; more like a quick summary of advised guidelines on character generation, including some basic guidance on character types you allow/recommend and where to look up more information if they want it. GURPS is great in this regard, because you can usually point them to the relevant sourcebook and tell them to follow the guidelines there. Failing that, something which provides some design focus is helpful, and be ready to elaborate on request. For example, in my planned "Fall of Aten" campaign sett around 1338-1333 BC, I might offer up that they can collectively choose to be with one of these factions, but that the players as a whole must belong to the same faction once decided on: 

Syrians (belonging to the powerful northern cluster of Syrian states which stand in opposition to Egypt)

Habiru (rebels and raiders in the southern client states, sponsored by the Syrians to undermine Egyptian rule)

Men of Amurru (servants of king Aziru, who find themselves embroiled in betrayal as AZiru journeys to meet with Pharaoh Akhenaten in the new capitol of Akhetaten, only to be held as a political prisoner; later released and betrayed by his own kin)

Egyptians (either aligned with or against the divisive Pharaoh Akhenaten, either working with him to secure long unattained power in a new administration and form of governance, or quietly aligned against him and seeking ways to bring back the old forms of power)

...and if I'm feeling like something different, they could be optionally part of the Shardana, one of the sea people groups who were early coastal raiders in the region, plaguing Syrian and Egyptian ports alike. That's not a good fit for the direction I want to go so I'd exclude it, but any of the first four options above make an excellent basis for campaigns.

They key here is to find out what the players find most interesting....and go with that. But if you as GM only find certain ways to be interesting or work for your vision, make sure you restrict it to what you know and can do; if I for example felt I did not have enough context to run a campaign that might not make it out of Syria then I shouldn't put that option on the table; or alternatively, if my vision really involved exploring the delicate balance of Egyptian court in a social and religious upheaval, then my player guide should narrow down to more specific details, focusing on social station and factions within that kingdom alone.

Secondarily, some guidance on what systems are in place for the game you are using is also relevant. If I use GURPS but allow a low level of magic and will let players choose from Ritual and Path magic only, they need to know that. The more divergent your ruleset is from the baseline discussed in the prior article, the more work you have cut out for you. For example, if you were to use D&D for historical gaming you'd need to provide a long list of exclusions and maybe design some new thematic archetypes and backgrounds appropriate to the setting. Doable, sure....but in this day and age, there's a game for every flavor and that's easier for me to work with.

Ultimately, running an historical campaign or scenario is going to take more work than using fictional settings, as you can't just start inventing stuff without context. A good historical setting requires some effort and research, but it's payoff when executed well is amazingly fun. The last thing can advise is: do not get too caught up in the details if it is not relevant to the fun of the moment! The ultimate objective is still to have a good time, and you can do so without necessarily getting every little fact straight. If something does end up being anachronistic or historically out of context, but your players don't notice it, that's a perfect "after the game" topic for conversation. Keeping track of every tiny historical detail can be hell at times, and it's inevitable you might screw up....but roll with it, and figure out a way to retcon later if needed.

If you're going to do some historical gaming, I also recommend that you secure a copy of GURPS Low-Tech, and use it (regardless of what system you use), it's a great game-focused resource.

Okay, that's all for now! Maybe a Part II if I think of more things to write about.


(edit: fixed a date issue, apparently had a 2 where I needed a 1 and did not notice!) 

Tuesday, October 6, 2020

Historical Gaming - Best Traits in a Game System

In this 46th year of role-playing games as a formal hobby we've got all sorts of fine tuned, precision level gaming engines out there for all sorts of things. Recently though I've been really getting back in to a deep dive on historical readings and the thought of running historical games has become all consuming. I've got campaign ideas ranging from revisiting my Mesopotamian campaign set around 2330 BC to a deep dive into England around 650 AD on up to my particularly strong obsession: the rise and fall of the rule of Akhenaten in Egypt from 1351 to 1334 BC. This is an especially interesting time period since a vast trove of diplomatic missives called the Amarna Letters exist, and these include a great deal of interesting insight into what was going on in this particular period of time. Never mind the revolutionary...some might say heretical....upheaval in religious tradition that Akhenaten implemented; there are all kinds of interesting stuff going on in this period in history.

Anyway, when I want to play something that involves exploring dark holes in the ground while fighting monsters both D&D 5E and Pathfinder 2nd Edition work really well for that. When I want even more cinematic excitement in that same vein 13th Age is a good choice. When I want science fiction Traveller is a basic default. So what is the best default for historical gaming?

A key element of a good ruleset for a specific genre must be that it supports what you want out of it. If the rulesystem provides only nominal coverage toward the genre then you may find yourself missing elements you crave. For my purposes, I define the historical genre like this:

Verisimilitude is Critical

Historical settings and themes work best out of necessity when the game system's underlying mechanics support the ideas of the real world. There are many systems which support cinematic or literary storytelling, but a suitable historical experience must at least feel like it is grounded in reality. Some systems let you take historical themes but are not really providing an historical experience in this manner (Cypher System and Savage Worlds are both examples of this). The obvious game systems for this sort of experience are: Mythras, BRP, Call of Cthulhu and GURPS. Each provide a mechanical framework for an experience steeped in "realistic" interpretations of things such as injuries, pragmatic human limits and physics.

Emphasis on the Mundane over the Fantastical

The "realism" must be supported well and in larger proportion to fantastical elements. If the system or setting of necessity feels like you're missing out if you exclude magic from the setting then it may not be an ideal system for historical gaming. The ability to define characters in terms of the mundane and make them feel relevant is critical; it does mean, for example, that the ability of a character to be interesting because the system provides rules for more in-depth skills is preferable to one where skills are less relevant. Combat abilities may focus in greater depth on what actually happens in real combat, and eschews fantastical or cinematic maneuvers; being good at blocking and parrying (and those being part of the process) will help with the historical realism; whirlwind attacks and fantasy parkour not so much.

Magic is of necessity either optional or irrelevant in these systems. The ability to provide for a form of magic that feels more like the way magic was perceived to work in the real world is helpful; the ability of the system to feel robust with no magic at all is even better. Whether you include magic or not, though, it's got to be with a system that does not overshadow the historical underpinnings such that it negates the intended value of the experience as you want it. 

Of systems previously mentioned it  is safe to say the Mythras, BRP/CoC and GURPS all cater to this. However, of these GURPS provides the most robust means by which you can provide for elaborate characters and avoid magic entirely if desired. Alternatively when armed with GURPS Thaumaturgy you can pick and choose from a range of magical traditions designed to feel like the sorts of magic which our ancestors believed in (as well as others of more literary tradition). Mythras provides four types of magic, which often dovetail well with our modern interpretation of how magic might have been perceived to work, but also tends toward a more mythic and literary reimagining of such. Likewise, BRP is simply the original system from which Mythras evolved, and Call of Cthulhu is very much steeped in providing a historical experience tinged with the mythos, a literary construct. 

Resources!

Researching a game on your own dime and time can and is fun for those who want to do it, and historical gamers tend to fit that bill just fine. That said, the more ready-made content a system can offer you to help the process the better. It is almost redundant to point out that GURPS is the be-all and end-all for this sort of thing, thanks to a spate of almost two hundred historically themed books in the 80's and 90's. They moved away from such resources in print with GURPS 4th Edition, but still occasionally offer some useful content (Crusades, Silk Road) while keeping all the classic 3rd edition books in print....and the conversion work required is essentially non-existent, thankfully. Heck, many people use GURPS resources for other game systems as well.

Mythras also provides some historical resources, and you can find other systems out there that make varying efforts to do so, including some that engage in elaborate, fantastical depictions of historical periods such as Aquellare, a tome which must be truly experienced to be appreciated (or reviled, you pick).

Historical Gaming =/= Wargaming

Lastly, it is worth mentioning that a good RPG for this is not the same as a wargame by any stretch, nor should it be construed as such. For many, the most interesting elements of historical gaming are in the details of ordinary everyday living, experiencing a slice of time in an interesting historical period, and figuring out the many strange mysteries left for us in our own historical and archaeological records. Combat and military actions are just one piece of the pie, and a system which handles all desired elements may well suit those with such tastes the most.

For me, GURPS stands out as the system I can count on to provide the kind of historical gaming experience I want, especially if I want to keep it as far away from too much of the fantastical or literary/cinematic as possible. BRP is a close second along with Mythras, and Call of Cthulhu of course is excellent so long as you want to look at history through a sickly green Cthulhu lens (nothing at all wrong with that of course). Meanwhile certain very specific games out there provide some compelling historical experiences on their own...Aquellare is my most recent discovery, but there are others. What games might I have missed that fit this bill?