Showing posts with label post-apoc. Show all posts
Showing posts with label post-apoc. Show all posts

Wednesday, June 4, 2025

D is for Deathlands

I missed the April A-Z Blog Challenge this year, so I'm doing my own...in June. This year, I will be posting one post per day discussing my AD&D campaign, for the curious. Since 2020, this is the ONLY campaign I run. Enjoy!

D is for Deathlands...the common name given in my campaign to parts east of Washington State. Idaho, in other words.

Ah, the Gem State. I'm not a big fan. Which is to say, I spend as little time there as possible. When driving through to Montana, I gas up in Spokane and don't stop till St. Regis (good huckleberry shakes there). The summer of 2024 was the first time I'd spent ANY time in Coeur D'Alene since...when? '98? '99? And that was because my aunt was in the hospital there, having been airlifted from Missoula to deal with complications resulting from a stroke.

I used to like Idaho...at least well enough to grab a bite at the various truckstops and diners along the way (I do enjoy the chow at a good truckstop). But, you know. Racists. They give me the hairy eyeball when I'm eating dinner with my Mexican wife. I don't need to put up with that shit...and my family DEFINITELY doesn't need to.

Diving into the history of Idaho is both fascinating and depressing. I already had an idea of some of the underlying bullshit that's been going on since looong before the Aryan Nations, etc. started setting up shop there. But it wasn't till today (going down too many rabbit holes) that I discovered the Idaho Territory was originally a haven/refuge for folks fleeing the Confederate South during the Civil War (Lincoln apparently wanted to give the region a path to statehood in order to ensure that its vast mineral wealth would remain part of the Union). If anyone was wondering why so many Dixie flags are found flying around this northern place that didn't even become a state till 1890, you should understand that Idahoans have a heritage that comes from the Antebellum South.

Anyhoo, there is no "Antebellum South" in my campaign world's history...there is only the Pac Northwest. The character of humans living are similar in character and temperament to the people originally granted the territory out of a mishmash of leftover pieces not claimed as part of the Oregon territory: rugged individualists and anti-government types, basically.

Or, described another way: miners and bandits and the people who cater to them.

Idaho, as with most of the PNW, is quite beautiful: rivers and lakes and forests all butting up against the majestic (and absolutely humongous) Rocky Mountains. Historically, the southern part of Idaho was extremely arid and inhospitable until dams along the Snake River allowed for irrigation and growth, turning desert into a "Magic Valley" of rich farmland. 

However, that last bit never happened in my world; we'll talk about it when we get to "K."

All of my campaign's Idaho is known as "the Deathlands," a name that refers to the danger associated with its hostile wilderness and inhabitants. Originally, though, I had envisioned the place as a radioactive wasteland...a post-apocalyptic horror show filled with nothing but cannibal mutants and ruined scrap. A place, perhaps, to be exiled...definitely a place to "abandon all hope" upon entry. Humanoids, too (orcs and goblins and such) were originally going to be horribly mutated humans, desperately needing to be put out of their misery because...well, D&D, of course.

But a funny thing happened on the way to Prince's NAP3 contest...in a fit of insanity/sanity (no doubt due to post-Con induced fatigue) I decided to set my Dragon Wrack adventure (a re-write of the ol' DL14 module) in my own campaign world. And needing a place for the Krynnish city of Neraka, I settled on Moscow, Idaho...and thus the area needed a facelift. While very little "setting material" specific to Idaho can be found in the module, I did write this bit with regard to Moscow (home to the dragon queen's fortress-temple):
Tiamat’s center of power is the city of Moscow, on the eastern edge of the fertile growing plains that cover the Palouse plateau just past the start of the foothills that mark the boundary of the Idaho Deathlands: a region filled with brutal humanoids, fierce monsters, and savage human tribes. Once a haven for miscreants and miners seeking fortunes away from the stifling control of the Inland Empire, the populace has since been converted to worship of the dragon queen.
Of course, this is an adventure scenario...if anyone wanted to use these A to Z notes to do their own fantasy PNW, they wouldn't NEED to put a dragon army smack dab in the middle of the place. Without the Tiamat-thang, Moscow is a walled town of some 1,300 residents, mostly human, and home to a variety of shops and services. For me, real world college towns (like Pullman) are places where magical learning is available (i.e. "wizard guilds") and the U of I would be no exception...though that is NOT a part of my Dragon Wrack adventure. Given the character of the region, it would probably be fun to stat up some really heinous tower of miscreants.

[I should note that I've actually heard very nice things about the real world Moscow. I have many friends and acquaintances that are WSU alums, and they all speak of it as lovely town compared to the "dump" that is Pullman...and these are folks who practically bleed crimson and grey!]

Boise, on the other hand, is the Sanctuary of my campaign world...a real cesspool of villainy, and the last outpost of "civilization" before you get to the broken lands and desert that is southern Idaho. As a long time fan of Thieves World, I need a place like that in my campaign world (I'm no different from any other "vanilla DM" in this regard), and Boise fits the bill, by geography alone. When I re-purpose DCC "Lankhmar" adventures for AD&D, I set them in Boise...it has all the elements I need, including "barbaric hill folk" in the surrounding area and a slave trade (via desert caravan) for the "disappeared." Good stuff, that.

All right, that's enough. I'm sure I've thoroughly offended my Idaho neighbors enough with this post.

Tuesday, January 14, 2025

ASC Review: The Two Spires

The Two Spires (Louis-Joseph Benoit)
OD&D for three to six PCs of 3rd-4th level

I found this one a bit tricky to parse, and I'm wondering if this is an ESL issue...certainly the author and play-testers all appear to have French names...? Regardless, it took me a couple read-throughs to "get" this one.

For my review criteria, you may check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (three page) adventures, it is my intention to keep the reviews short.

More OD&D, and more gonzo, but if you're going to do gonzo then OD&D is (perhaps) the right system, given just how rudimentary it is. This one doesn't irritate because it feels like it's built on some fairly developed (or, at least, thoughtful) world building. This is post-apocalyptic (hence the gonzo), but there's a lot of background which explains not just WHY things are, but...most importantly for the players...HOW the elements interact with each other. Players need to have something to react to (that's the game): and this adventure gives the DM the tools for this.

There are "Copper Men," who are a race of telepathic humans (but still humans) with a xenophobic religion and "hand-crossbows" (rudimentary zip-guns) that husband/ride "reptoctohorses" (eight-legged reptilian steeds). Despite the weirdness, they're still just a human faction, and the group encountered in this adventure site is a bunch of pariahs, because they've REJECTED their religion and tried to make friends with other humans and demi-humans.  They are attempting to amass gold to recruit the local orc tribe, a group called the Praise-Song Orcs who are neutral in alignment and hire themselves out as mercenaries. With this extra muscle, they hope to overthrow their zealot religious relatives.

This is all GREAT stuff: yeah, it's weird and (slightly) subverting D&D tropes, but it's still UNDERSTANDABLE. Orcs? Got it. Religious conflict? Yep. Gold for trade, barter, hiring, etc.? Makes perfect sense.  The orcs are their own kind of religious zealot, but it's simply one of balance (explaining their neutral alignment)...very easy-peasy.

These two groups, along with a handful of interesting NPCs (a sage/chieftess of the Coppers, her undead spectral husband, an alchemist/witch and her giant fox companion), have made camp in and around two imposing metal spires rising out of the desert that mark the site of an ancient battleground. A small underground cave complex/crypt completes the area...a perfectly reasonable situation for a band of wasteland marauders...er, "adventurers" to stumble into.

While there are plenty of bargains to be struck, people to interact with, and orcs to kill (should the PCs be "that kind" of party), the real "adventure" is underground in an incredibly tiny "micro-dungeon." While some 15K in treasure is available for the finding, the dangers are either incredibly weak sauce (mummies with 14 hit points? Wraiths with 8 hit points?) or incredibly rough (a seemingly unlimited pit of zombies and skeletons that may or may not be hostile). This is made more confusing by the spectre who has multiple motivations depending on what die roll shows up as a random encounter...? Huh?

This is a nicely themed post-apoc scenario that shows a lot of world building depth and makes me both interested in the setting AND the OD&D system. However, the thing needs a bit of editing and a LOT of tuning of the actual "adventure" section (unless PCs are supposed to get into a bunch of backstabbing mayhem with the orcs and Coppers...in which case, some order of battle stuff is needed). I'd like to give it more, but two stars (maybe 2.5) out of five is all I can reasonably give this one. However, this one shows some really good potential.

**+

Thursday, December 8, 2022

Idaho Deathlands

My plan to write more got derailed by ending up flat on my back with the flu the last three-four days. Just a bad week to be sick (and, yes, now it's hit other family members, including the wife and daughter) what with the in-laws in town and mi suegra's birthday to celebrate. Ah, well. Most of us...including me...are on the mend and the boy's iron constitution has once again proven to be immune to the soft depredations of the rest of us frails.

SO. What am I working on today. Sticking the Desert of Desolation into my campaign world. Specifically in Idaho, in the eastern half of the Snake River Valley, a.k.a the "Great Rift of Idaho." This was a tricky one; not only did I need to find an area of similar size in specifications (the I3-I5 series encompasses a mapped wilderness roughly 110 miles long by 60 miles wide), it had to be an area that could be 1) easily converted to desert, and 2) be bordered by mountainous foothills and broken lands of the type described in the modules. A great sandbox of death, in other words.

Building on my Micronauts-inspired, post-apocalyptic wasteland, the easiest way to get to where I wanted was to look at climate change projections and blow-up the human-made irrigation systems that allowed Magic Valley to transform from an uninhabitable wasteland it was as recently as the 20th century. Knock out the dams and infrastructure and Twin Falls dies in (probably) a cannibalistic apocalypse...especially when you factor in standard D&D monsters looking for sustenance. 

Fortunately (for me), there really aren't that many towns I need to raze /de-populate once you remove the "Magic Valley" issue. Gooding is pretty much the "last outpost" of humanity: 2020 census puts the population under 4,000 anyway, and my campaign generally cuts pop by a factor of seven to ten...well, when I'm not using the 1890 figures (my go-to default). As such, the Great Kingdom of Boise is really the only organized civilization west of the Desert...and it may be more "bandit kingdom" than anything else at this point. 

Well...maybe. Thing is, when doing pop. figures I'm generally looking at post-European settler / pre-railroad for determining what kind of populations my "D&D-tech-level" can support. Because despite the existence of magic, it's a tough ol' world for these fantasy colonists and this ain't no magical Renfair society. Magic-users (um...sorcerers? witches?) are generally feared and/or misunderstood and the "awe-inspiring" bit only holds until you've got a big enough mob of peasants with pitch-forks. Magic (and its counterpart, "high technology") is generally blamed for the current shambled state of 'the world that is;' peoples are trying to make their way without magic, rather than with it. 

What's the stress-level of people living near Hanford? Do you really want a wizard capable of summoning demons living inside your town? Even one claiming to be beneficent? Yeah, clean, nuclear power...totally cool with that, right?

So, yeah. No railroads. Lose the infrastructure it makes possible. Up the temperature a few degrees, add some heavy desertification (possibly helped along by a magic/tech catastrophe a couple centuries prior) and voila!...a setting for exploration and uncovering of ancient, treasure-filled ruins. 

Now, I did say that the Desert of Desolation wilderness is about 100-110 miles long that, even starting with Gooding, doesn't quite take us all the way to Idaho Falls, let alone I-15 and the cities along that route. But, that's actually fine as it helps explain one of the things left unexplained by Oasis of the White Palm, namely where the heck are the slavers of the Sandvoyagers Guild selling their kidnapped victims. Yes, yes, the module tells us that Thurnas Netmaster (leader of the slavers) "is working with Drow allies," from which we might infer that captives are being taken into the UnderDark...except that the presence of the Drow in the desert is patently ridiculous (how the hell did they get there? There are no subterranean tunnels or methods of reaching the UnderDark from the oasis. The slavers own excavation efforts have led them nowhere! And there are no ways for a dark elf to get across the burning sands with their special "Drow gear" intact...the two presented by the module are given nothing in the way of personality, background, or motivation and exist solely to fight and die on the blades of adventurers).  So, no...no Drow. Which means we still need a buyer of slaves. And while the savage centauri are likely to use such captives as a foodsource, I'm thinking of placing a slave-owning/slave-trading nation/culture EAST of the desert...should the players decide to continue adventuring that direction.

After all, I've still got the Slaver series to re-work. And if one needed a place to put the volcano-situated city of Sunderham, well, you really need look no farther than the caldera of Big Southern Butte, some 90 miles east of Gooding and 47 miles west of Idaho Falls...a perfect location for the secret City of the Slave-Lords. 
; )
The adventure to follow....


Monday, May 17, 2021

Whimsy - An Addendum

I guess I have a few more things to say following yesterday's "Whimsy" post. I'll try to keep the digressions to a bare minimum. 

When I talk about whimsy in Dungeons & Dragons or adventure/game design, I'm using the definition from my old Merriam-Webster dictionary:
a fanciful or fantastic device, object, or creation esp. in writing or art
I don't mean capriciousness, nor light hearted or humorous, and I certainly don't mean "gonzo," which my MW simply defines as:
bizarre
...which is what you tend to get (in gaming) when you pile too much weird on top of weird.

When I wrote that Dragonlance was "post-apocalypse lite," I did not mean to imply it was light-hearted. I'm just saying that its particular version of PA fiction isn't quite as heavy and serious as what one finds in a "harder" look at the genre (considering "hard" to be like "hard science fiction"). And please don't infer my use of the terms "heavy" and "serious" to be "dark and awful" ...I'm saying it's not well thought out (see prior posts on steel currency and religion in DL). 

Dragonlance, for all its flaws, has whimsy. A treetop village is whimsy. A wizard cursed with hourglass eyes is whimsy. A dragon holding an elven king hostage in his own dreams is whimsy. And, yes, even a "steel currency" is whimsy...if also utter nonsense. 

No ewoks, just whimsy.

But for all its pretensions at being "epic fantasy," Dragonlance (at least in its fiction) is surprisingly down-to-earth. The characters care about money to pay for stuff. Their love lives are complicated and messy. People die of old age, get beat up, hurt, fall ill with sickness. They complain about things. They get annoyed with and yell at each other. It's not Tolkien. It's not Star Wars, following the exploits of some "chosen one." These people end up being the "heroes of the Lance," but ANYone could have been "heroes of the Lance" if they'd been in the right (wrong) place at the right (wrong) time...the reason we're following this particular group is because they are the shmucks that ended up with the job and we want to watch how exactly that happened.

[okay, there is SOME pretentious "chosen one" stuff in DL...Goldmoon and Riverwind, for example, or Raistlin being a vessel for Fistandantilus, or Tanis just "happening" to have a past relationship with a Dragon Highlord. But the other characters are more-or-less interchangeable with ANY D&D miscreants]

That, for me, is what makes whimsy work. If you have this "normal" world (assuming, for the moment, that monsters and magic-users are "normal") with otherwise normal challenges (politics and economics, combat being a dangerous proposition, etc.) THEN the injection of the occasional strangeness can produce a feeling of "magic." Whimsy can produce wonder. And that makes for a cool/better game experience.

When EVERYthing is weird/strange...so much so that the weird/strange becomes "business as usual"...that's when you get into gonzo territory. And that's a territory I don't generally like to hang out in. Maybe because it lacks a true "normal" point of reference for me to use in orienting myself to the material at hand.

Consider the animated Heavy Metal film.  The climactic short, Taarna, is pretty lame/throwaway as a story because so much of it is just weird on weird. It's an interesting visual image (at times), but the only scene that works for me at all is the one in the bar, because it reference so many tropes viewed in the western (gunslinger) genre. The BEST short of the bunch is probably Den of Earth because while the thing piles gonzo weirdness on top of gonzo weirdness it has a running narration from John Candy providing a "normal dude" commentary on all the weirdness. Despite its psychedelic plot/visuals it never loses its viewers' perspective or orientation.

"This mutant speaks
pretty good English."
Some OSR stuff...even some of the best OSR stuff...just has a hard time with this. Operation Unfathomable (which I own in hardcopy) is an example that springs immediately to mind. It's weird on top of weird with no chance to catch one's breath, no true respite from the gonzo, no chance to sit back and take stock. It's still cool, incredibly imaginative and evocative, definitely a fun read...and probably NOT an adventure I'll ever run. I want long-term campaign play (or gaming that has the potential for campaign play) not one-off weirdness. A world that will develop over time in recognizable fashion by the actions of the players, not something that starts strange, stays strange, and only gets stranger.  That ain't whimsy!

Neither is whimsy (necessarily) humorous or light-hearted. My buddy, Kris, who wrote the Black Rock Island adventure? Not a humorous dude. Too serious, one might say, though given to a terse chuckle when something (rarely) tickles his funny bone. Knowing him as I do, I'd say any humor or slapstick in the adventure is completely unintentional. He just isn't a jokey kind of guy (and the things that he does find amusing aren't always the same as the average person). Most humorous and "punny" stuff injected into old TSR adventures he'd call "dumb." And the black humor found in stuff like Warhammer FRP would just go straight over his head...just wouldn't even register.

Yes, whimsy can be light-hearted and humorous. A race of kleptomaniac halflings cannot help but draw chuckles if used with some restraint (they're really not much different from the mischievous house brownies of folklore). So can foodstuffs with magical properties. So can talking monsters that exhibit human-style foibles and personality flaws.

In the long-running AD&D campaign of my youth we had one character with an intelligent talking sword. It was beefy...a +4 broadsword with both dancing and defending properties, if I remember correctly...but it just would not shut up. Thing had a British accent, so was called "Chap" and the PC would argue with it constantly (it had a higher intelligence than its wielder). Both fanciful and amusing, after the character was retired from play, she'd still show up as a (shared) NPC, an occasional bit of comic relief in our games.

Comic relief has probably always been a necessary part of D&D play, because the game can be very tense and very emotional even when its not grim, dark, and awful. But comic relief isn't the point of "whimsy." Whimsy's purpose is to add magic to a game that might otherwise resemble nothing more than a numbers tracking game...whether you're talking hit points or gold or encumbrance or experience. D&D is more than just resource management and friends kabitzing around a table. And whimsy, in the right dosage, helps elevate the experience of play to something even more fanciful and fantastical.

That, I think, is what this game is all about: experiencing a fantasy. Folks may have additional reasons for playing, but they pale in comparison. There are better role-playing games for competition, challenge, and telling stories. But nothing's quite like D&D when you can add a bit of whimsy.

All right, that's enough for now.

Thursday, November 19, 2020

"You can be a GNOME?"

 Ah, AD&D...still king after all these years.

My kids are only now just starting to discover the majesty and mystery of that tome we call The Players Handbook. At first, they were only really using the ability score and equipment tables...now, they're starting to dive in.

As I suspected, their first excitement simply came from the fact that we were playing Dungeons & Dragons again...the boy made an elven fighter, the girl made a halfling ("kender") fighter/thief. Both were approaching the game much as one might a game of B/X or OD&D (their previous forays into D&D), though of course there was some confusion ("What's ring armor?" "What's a bastard sword?" etc.). They were both happy to purchase guard dogs.

Everything else they've taken in stride. I don't think they've noticed, for instance, that armor class goes to 10, or that weapons do different damage versus large creatures.They prefer to shoot arrows into things anyway. They appreciate the extra hit points, of course, but those are always a precious resource and never in large enough supply.

But playing D&D has once again fired both kids' desire (though my son's especially) to run the game. And Diego drafted a dungeon to run AD&D for myself and his sister. And he was tres shocked when I brought a ranger to the table. "What the heck is that?" Maybe you should read up on the new sub-classes and races in the book, I suggested. And, oh boy, did he...now he's trying to get his sister to roll up an assassin or an illusionist, while he himself created a ranger of his own...though his has a bow (unlike mine).

[I am so tired of the ranger archer trope]

I am glad their imagination has been sparked; my own has had a jumpstart as well. However, I will whine that the old complaint still lingers: it's frustrating that one has to wait and wade through novice challenges without being able to get to the higher level content (i.e. "the good stuff"). When last we left off (last night) the party was just attacked by a handful of fire beetles, who appear to be getting the upper hand (AC 4 is especially rough for low-level PCs to hit). It may soon be time to create new player characters...too bad, as they just spent the gold and time to train up to 2nd level.

[ah, AD&D]

For the curious, I will list the particularities of the game I'm currently running:

  • Rule books being used include: the PHB, DMG, MM, and Fiend Folio. The MM2 and DDG might be used in the future but have not, as of yet, been necessary. No Unearthed Arcana or later rules.
  • Ability scores are rolled 4D6, arranged to taste, and character must have at least two "15" scores to be considered viable.
  • Demihumans who single class may add +2 to their maximum applicable level when otherwise limited.
  • First level hit points are maximum to begin; "1s" are rerolled when leveling. 
  • Training costs are in silver pieces instead of gold. Training time is determined randomly (roll 1d4), doubled without a trainer/mentor.
  • Psionics have not yet been added to the game.
  • To this point, I have simply been using 2d6 (B/X) reaction rolls when necessary, rather than the more complex system provided in the DMG. This might change once I've had a chance to put together a cheat sheet, but it seems unnecessary for a more complex system, considering that none of the PCs have any kind of reaction adjustment (average charisma scores).
  • We are not using alignment at the moment; there are no alignment languages and players have not chosen alignment for their characters. Right now, the entire issue of alignment seems an inconvenience; i.e. an obstruction to play. Not only is it difficult to explain, its mechanics are obscure. The players are basically "good" (and are playing their characters as such) and until it matters for some reason, I am simply using alignment (with regard to NPCs, magic items, etc.) as rough guidelines for motivation. 

And that's about it. Um...yep. Everything else is being used as written. I'm only going to worry about changing things if/when we run into a "snag" in play. 

Regarding the campaign setting: as I wrote the other day I am taking it extremely slow with regard to putting things together. The world definitely has a "post-apocalyptic" vibe to it, though in the way of Bakshi's Wizards rather than Dragonlance/Krynn.  Orcs, for example, are simply mutants. They are not a particularly "fecund species;" instead, mutants (caused by bad magic/radiation/something) are found amongst most species. A "half-orc" is the mutant offspring of a genetic human; tainted areas of the wilderness might give rise to a higher percentage of "half-orcs" in the population. Orcs proper are bestial descendants of such creatures being driven into the wilderness, forced to band together in tribal communities, further mucking up their own blood lines. Such creatures have an antagonistic relationship with the races that have spurned them.

[goblin kind, on the other hand, are an actual, non-mutant species. They're enmity towards dwarves are based on rivalry born of competing subterranean species; their hostility towards humans and elves come from these latter groups being allies with dwarves. Kobolds, in my game, are simply "small goblins," (like gnomes are "small dwarves") not dog-headed gremlins]

Typical orcish horde.

I've often, in recent years, considered orcs to be something akin to the sword & sorcery trope of "beastmen," creatures that, AD&D, would normally be modeled by the mongrelman creature found in I1: Dwellers of the Forbidden City and later (published officially) in the Monster Manual II. The justification for this comes directly from my reading of the Tom Moldvay's (B/X) description of the orc:

"Orcs are ugly human-like creatures who look like a combination of animal and man."

...the first time ANY physical description of orcs (outside of coloration) is given in any of the D&D books. To me, it conjures a bit of an Isle of Dr. Moreau vibe, and I'm happy to run with that...especially the idea of such mutant creatures setting down their own laws and traditions in an attempt to build some semblance of "society."

But, again, I'm digressing. And I have errands to run. The Seahawks are playing tonight (we'll see how THAT goes...), and since the MLS playoffs don't start (for Seattle) till Tuesday, that means my weekend should be very freed up for Dungeons & Dragons. Rainy days in November are good for gamers!

: )

Saturday, November 7, 2020

Reclamation Project

Despite my recent posts on running campaigns, I have to say I'm not in a position at the moment to actually start up a campaign. Not really. And that's okay! Because: A) I now have some NEW ideas about how to run/manage a campaign (based on my recent reflections) that give me a hopeful "pathway" to what I'm looking for, and B) My "position" (with regard to running a campaign) may well be turning around in the near future; there's a light at the end of that particular tunnel.

However: not now and not yet.

In the meantime, I've got a new idea buzzing around in this bonnet of mine and given how (in the past) those have morphed into some of my best ideas (maybe...it feels like that's the case, though I haven't been keeping count) I've decided to bat it around a bit and see what comes of it. Though I know it's going to bore and/or irritate the hell out of some of my readers.

Dragonlance. That's what I'm talking about.

First, the preamble: my actual knowledge of Dragonlance only goes so deep. Here's the summary of it: I read the first two trilogies (when they were first published). My friend owned a handful of the old TSR adventure modules, but we never ran any of them. I read one or two of the later short story anthologies, maybe played an "Endless Quest" book or two based in the DL setting, and have (in recent years) read/skimmed many of the old 1st edition modules. Anything else Dragonlance related (later books/stories, SAGA edition DL, conversions and setting books for 3E - 5E etc.) makes no nevermind to me; I have ZERO interest in ANY of it.

And the reason I have ZERO interest in it is this: it's all a goddamn cash grab. The first six novels aren't great; they have a certain nostalgic value to me that I'd compare to what my 30-some year old readers have in their relationship with Harry Potter (I've read the Potter books and find them to be...mostly...trash; however, they weren't published till I was an adult and kids who grew up with them will always have a special place in their hearts for Rowling's series). But once the War of the Lance was over (i.e. gods returned to Krynn, balance restored) and the "matter of Raistlin" settled, the story for me was over. I did not need to know anything about the children (or children's children) of the original protagonists or any of that...that's the same kind of BS that leads to a continuing Star Wars saga that must always feature Skywalker-Solo-Palpatine relatives. 

[and I'm not just talking about Episodes VII - IX. I'm talking about the entire "Expanded Universe" of books and novels and comics and whatnot...the merchandising machine that is the Star Wars franchise]

I'm not terribly interested in IP franchises. Some are more interesting than others, sure. But mostly I find them as callously and/or ill-thought out ways to fleece fans out of money. And while I may sound cynical with my derogatory tone and terms, I'm just trying to acknowledge the facts of the world: that's how this stuff works these days. 

  • Someone creates something that is a labor of love. 
  • It achieves an enormous popularity. 
  • Creators make some money. 
  • Corporation buys creation for exorbitant sum. 
  • Corporation milks creation in order to profit from investment. 

That's fine and dandy (I mean, it's the model we're stuck with) but that doesn't mean I'm required to "buy in" and read up on the "Chaos Wars" or the further adventures of Kronin Thistleknot or whatever. And since I'm not required, I'm choosing to opt out.

*AHEM* Preamble out of the way. So why am I looking at Dragonlance again? Welp, I was checking up on some of my old fave podcasts and saw the Boiz from Alabamia (ggnore) are still at it, and most recently have been running through DL1: Dragons of Despair. This being one of the DL modules I actually own (and being from a formative stage of D&D's evolution) I was more than a little excited to give it a listen and see how THEY handled it...especially given their penchant for "rage-quitting" every time they attempt to run a typical WotC "adventure arc" (DL being the original railroad campaign). Figured I'd check it out.

And how'd it turn out? Meh, mostly. The ggnore guys are highly amusing/entertaining, but the adventure itself was pretty mediocre. And mostly that's because the adventure itself is pretty mediocre (or worse)...though I will be the first to admit that 5th edition (which the kids use to run the game) bug the shit out of me, and is a constant source of annoyance. But I'm aware that's my hangup...and even I liked 5E it wouldn't change my opinion of the module as a module.

But if anything (this is the ridiculous part), listening to the failure or a "straight take" on Dragonlance As Written (DAW) fires me up to rehabilitate the damn thing. As I said: ridiculous. But I keep thinking about (and re-reading) GusL's old posts on the subject...and I keep thinking DL isn't that bad. Actually, it's better than "not bad:" it's downright intriguing, if one is willing to divorce it from the overall narrative structure, and from the adventure modules' attempts to execute that narrative structure within an illusionary "D&D campaign."

Post-apocalyptic fantasy world is great, in other words! For one thing (and I admit this is completely selfish of me), one can totally explain the fantasy world landscape to be "screwed up" with regard to things like geography and population centers being outside of realistic paradigms. Why is this ruined seaport town in a desert? Because of the Cataclysm! Why is this empire broken up over multiple islands? Because of the Cataclysm! It all made sense before the world was hit by a divine meteor strike...duh!

SO...here's what I'm thinking: I'm going to take a couple "exploratory steps" which (at the moment...very late at night over here) will look something like this:

Step 1: Dispense with the sundry. Boil the setting history down into a couple paragraphs. Most everything "historical" about Krynn (its basic timeline) will be myths, legends, and half-truths at best. It's a post Cataclysm world and no one really knows why there are dwarves and gnomes (for example) or why the gods abandoned the world...and it doesn't really matter. Survival does.

Step 2: REALLY dispense with the sundry. There are no "Heroes of the Lance" (Raistlin, Tanis, all those folks)...at least not as "player characters." Major NPCs (especially antagonists and allies) will be retained, though with more realistic bios and motivations...no mustache-twirling villains! Fortunately, most of the characters ARE pretty good (if one uses the later novels as a guide)...they just need a little polishing. NPCs that become "heroes" in the books (and PCs in the modules: Laurana, Gilthanas, Gunther, etc.) will probably skip the development arcs of the Hickman/Weiss novels. But no great plot-armored "heroes with destinies;" they're all dead in ditches somewhere (yes, even Riverwind and Gold Moon...Jesus, the whole "barbarian plainsman" thing really needs a re-skin!).

Step 3: Correct one or two missteps. I've written before about my issues with the gold and religion "tweaks" in the DL campaign setting. These will need to be rethought and corrected. I like the idea of spell-less clerics (or, rather, the idea of spell-casting clerics as "expandable content" to the setting), but it needs a little reworking as presented. No, Elistan does not simply show up as a 7th level "true cleric." Un-uh. And basic issues of economy and fungible types of exchange will be better worked out when I work through the post-apocalyptic world and the population centers that exist. I haven't decided on kender, yet...or even draconians. I mean, are they (draconians) really necessary? A whole 'nother topic.

Step 4: Overhaul a module or two. Not nearly as gruesome a task as it sounds; mainly consists of editing out the bulk of the useless (flavor text, railroad arcs, pre-gen PCs, and moralistic motivations) and see what's left...I'm guessing it will look something like a handful of maps, some NPC placements (lairs, villages, and whatnot), and some kind of timeline with regard to movements and logistics of the Dragon Army. Ideally, I'd like to strip down the 12 modules that made up the original saga (DL1-4, 6-10, and 12-14) to get a general outline of the coordination of the "Krynn Conquest" and use that as the basis of play. 

The more I think about it, the more I want to do it. But man o man, it is LATE and I really need to get some sleep...there's been a lot less than normal this week, if you can imagine. Maybe I'm just a bit loopy.

; )

Saturday, March 17, 2018

"With Great Power Comes Great Mental Illness..."


Apologies, apologies. Yes, I disappeared for a damn long time there...it's been a pretty busy month and a half. So sorry.

[what happened to the Middle Earth "guide?" Um...let me get back to you on that]

I gave up drinking (alcohol) for Lent this year and it's been a fairly tough go. Not (just) because I'm a (functioning) alcoholic...going without doesn't give me the shakes or anything like that. It's just that I'm so used to having a drink or three just in the course of doing stuff...cooking, watching a game, going out, streaming some show. Not to mention I've been mainlining NPR since the end of the football season and alcohol really helps take the edge off of whatever the Trump administration is doing these days...

(*sigh*)

Caught myself actually thinking about wanting a smoke the other day, and it's been nearly two decades since I last had a cigarette. Crazy. Instead I pounded a box of Girl Scout cookies ("thin" mints) over the course of three days (my daughter did help). Obviously, I'm a man who needs his vices.

So hear I sit, drinking yet another can of LaCroix (because it's cold and bubbly and, no, I don't know why I don't just drink water, dammit). But at least I'm blogging something, which is a start. Got to start somewhere. Even after you've started, sometimes it's necessary to start again.

And again. And again.

I'm going to talk about Shadowrun in a minute, but I just need to get a couple things out there first. I have been gaming a lot lately, but it's been almost exclusively Axis and Allies, which was a Christmas gift to my son, and which we've been playing non-stop for three or four weeks. We're using the 1941 rules, which are wonderful...the game is short and streamlined compared to other versions, and you can get through a game in about an evening and a half. We've played probably a dozen times, my son resetting the board after every defeat (no, he hasn't won yet, but he loves the thing and he's stubborn as hell...kind of like his old man).

We're even experimenting with our own rules. We wanted to add giant diesel-powered mecha to the board (inspired by the Japanime/manga Kishin Corps, as well as Pacific Rim), but haven't been able to decide on rules for the things. Instead our most recent game has introduced kaiju (giant monsters, a la Godzilla or...again...Pacific Rim), to act as a neutral, third party "spoiler." Jury's still out on their inclusion (we're in the middle of our first game using them), but we'll see if they'll swing the tide of the war one way or another...or if they simply devastate civilization while world's powers burn each other to the ground.

Something like this...
So, yes, I am doing "tabletop gaming" (of a sort), and A&A isn't the only one, though it's the only one worth mentioning. I was really, really looking hard at rewriting Heroes Unlimited to my own specs...and I may still do so...but when I open the book and start hacking through jungle I find it Just...So...Daunting. Hats off to Mr. Siembieda for actually putting together this thing...I mean, I couldn't (certainly wouldn't) put together these lists of gadgets for hardware characters and implants for bionic character and this system of magic, and All These Random Tables, and...and...

(*double sigh*) It's actually kind of hard deciding what exactly to keep.

But I did get a little inspired watching the new season of Jessica Jones this last week; at least, binging it added fuel to the smoldering blaze. I've decided I LOVE Jessica Jones (the show, not the character). Unlike prior Marvel Netflix shows, the new season of JJ is awesome right out of the gate, rather than waiting 2-3 episodes to find its feet. It does hit its peak about three episodes from the end season, resulting in a looooong denouement but...whatever. The show is filled with such bitterness and sadness and melancholy, you KNOW how it's all going to end, even if you're not sure the exact path the plot takes to get there. And you're already bought in, so...yeah. Tears and booze. And regrets and recriminations. Jessica Jones.

She really reminds me of a girl or two I used to know.

Even added the Whizzer!
With mongoose!
Anyhoo, the thing about JJ (and ALL the Marvel Netflix series) is how "small time" the superhero world is in the setting. And Heroes Unlimited may be...hmmm, I'm not exactly sure what I want to say.

...may be the only supers RPG that does small time(?)

...may be the "best" supers RPG at doing small time(?)

Probably something like "may be my personal favorite RPG for doing small time." And yet every revision, every supplement has seen increases in the power level of the game. Never mind Rifts and its (wholly compatible) madness. But if you dial that power creep way down, you can really start to see a good system for modeling the likes of Jessica Jones and her associates (not to mention antagonists). It's just that looking at the words "good system" makes me want to guffaw aloud as I consider Palladium's systems. So, so sorry.

SO...Shadowrun. I picked up a copy of the 4th edition the other day (I think it's the 4th...it says "20th Anniversary Core Rulebook" on the cover). I did this for a couple reasons: first, it was dirt cheap ($9.99, used). Second, I wanted to see what was new and great  and "happening" with Shadowrun, thinking maybe it would galvanize me to take action with my long unpublished Cry Dark Future manuscript. However, I've yet to read page one of the tome (it's sitting in bed next to me as I type this) because...well, because I've been busy. And maybe because I'm lacking the heart (or stomach) to look betwixt its covers.

This one...pretty sure it's
the fourth edition.
HOWEVER (still with me folks? Okay, almost done)...however, even though I've been lugging this thing around in my backpack, NOT reading it, it's been on my mind a bit. And so, when I was in a local game shop Wednesday, making the acquaintance of the 23 year old store manager and found out her RPG experience was mainly with Shadowrun, I found myself not only talking about my own experience with the SR game, but about my own, unpublished, SR-knockoff. And I ended up giving her an old manuscript Thursday, and picking up her feedback Friday. AND, as was the case SIX YEARS AGO (jumping Jesus on a pogo stick!), the comments were universally positive. There is, apparently, still a market for Shadowrun (who'd have thunk it?), and one that has serious complaints about the RPG's current level of accessibility (low), and that might find real enjoyment in something a little more "lightweight" while keeping the same Shadow-isms.

In other words, publish the damn thing already.

Now for those of you who have followed this blog for...Christ, years!...for those who've been following the saga of this thing, you might recall that I basically started rewriting the whole damn book from scratch, making it much more of a post-apocalyptic fantasy game. Something like Appleseed (at least the cinematic version) with elves and dwarves. Ralph Bakshi's Wizards meets Thundarr meets Heavy Metal meets Ghost in the Shell. With pointy ears. And VERY different game systems (especially pertaining to character creation, advancement/development, and material resources). A complete frigging overhaul might be a good way to describe it. An overhaul that I have never completed.

Here's the thing I've just realized in the last couple days (as I dug up and reread both my original manuscript and the current, unfinished rewrite): the overhaul is a different game. It has the same name, and a few of the systems but the setting and theme are completely different. Hell, the name "Cry Dark Future" doesn't even fit. Dark future? Whose future? Tolkien's? It's post-apocalyptic fantasy, it's not "future" anything. Hell, even the guns are about the same as current (real world) technology...the only thing "futuristic" is the cybernetics, and those could just as easily be skinned as magical or steampunk or whatever.

What I really have on my hand are two different books. One finished and one not. Two games, not one. The finished one is even playable.

It is, though, in need of a lot of polishing. Rereading it really made me cringe in places. I kind of hate how I wrote it: my style, my wording. It does need an overhaul, but mainly in phrasing. It needs to be clearer, more succinct and useful in conveying its rules. And it needs to be more creative in how it models certain in-game systems.

So, yeah. Looks like I'm back to finishing Cry Dark Future. Just to put it to bed...finally.

Expect the blogging to be light and sporadic for the near future. Again: apologies.

Sunday, April 3, 2016

Feeling Tekumel

[FYI: this may turn into a weird, haphazard series of posts]

Just got back into town...um, Paraguay Town (i.e. Asuncion) yesterday morning after a delightful 5- or 6-day (who can count?) mini-vacation in Mexico. Hope everyone had a happy Easter, by the way.

I've got a lot on my mind (as usual) but with regard to gaming, most of my thoughts these last few days have centered around M.A.R. Barker's world of Tekumel, a campaign setting familiar to folks who are familiar with the game Empire of the Petal Throne. Most of those readers fond of frequenting "old school" blogs have probably encountered articles on EPT, though it's not one I've written much about. However, being in Mexico got me thinking of Tekumel, and I've dug out my PDFs of EPT (purchased back in 2014) and took the time to reread them. I find there's quite a bit I'd like to say on them.

But  the question might be asked "what brings JB to the subject of Tekumel in the first place?" Well, Mexico, of course. Some of my readers may be unfamiliar with Oaxaca region...that's where I was over the Holy Week/Easter holiday. Oaxaca is a mountainous southern state in Mexico, bordering the Pacific Ocean. It has some great beaches like Puerto Escondido and Hualtuco...some nice resorts if you're into that kind of thing (I prefer the rinky-dink beachfront hotels with the hammocks), and good surfing. But we weren't at the beach, this trip...we were in the capital (the city of Oaxaca) up in the mountainous center of the state.

Oaxaca is a region of many cultures...eight major ones, by their count. The Aztecs really never conquered it because of the difficulty assaulting cities in a mountainous region (up until the last couple years, even the "good" highway to Oaxaca was incredibly long and curvy, if not downright treacherous in some parts). There is a lot of cultural pride in Oaxaca...they celebrate their indigenous traditions and dances on an annual basis (think "Hawaiian Luau" style at the hotels plus weeklong festivals in the summer), and the place is a center for traditional handcrafts ranging from elaborate brocaded shirts and dresses, to ceramics made from black Oaxacan clay, to elaborately painted wooded figurines, to painting and sculpture and music.

Their cuisine is considered the best in Mexico, which is saying something considering the overall quality of Mexican cuisine, and a lot of American chefs study in Oaxaca. They pride themselves on traditional foods including grasshoppers and grubs, worms and ant eggs...but they also have mariscos (seafood) from the coast, and their own tesado-style of cooking meats. They are probably best known for their mole salsas (you can get four or five different kinds in most restaurants: black, red, green, yellow, etc.) and their mezcal (that's the drink like tequila that has a worm in the bottle...I prefer it to tequila as it's generally smoother, more refined...plus, tequila is the devil). Their food tends to be more sweet and less spicy (they're big on chocolate)...but that's a trend one finds the farther south you go through Mexico and central America.

Religion is a pretty big deal to Oaxacans and they have a couple incredible cathedrals and old monasteries, the stonework and facades of which rival some of the better churches in Europe. The temple of Santo Domingo de Guzman is spectacular, its huge interior completely effaced in gold to a degree that would make a dragon blush...I kid you not (the screenshots I can find on the internet really don't do it justice). Holy Week in Oaxaca was packed to the gills with tourists from around the country as well as other parts of the world.

But the real highlight for me is Monte Alban...the 2000+ year old ruins of a pre-hispanic city-state that sprawls in an elaborate design on the top of a high hill. My son was very excited at the prospect of seeing pyramids and "looking for treasure" and while he didn't actually discover any gold (he did get a few keepsake souvenirs) he was duly impressed. Again, it's hard to find images on google that really do justice to the place...it's so extensive, so well preserved (being situated where it is and abandoned prior to the coming of the Spanish, it was protected for years before archaeologists started excavating in earnest), you really have to see it to take in its magnitude. And these are just the skeletal remains of a nation that thrived and conquered at the same time the Jews were chaffing under the yoke of Roman dominion. The culture that built it was every bit as sophisticated as anything found in Europe or Asia or the Middle East at the time...even without the large domesticated animals and iron/steel production.

Amazing stuff...especially when you factor in all the artifacts and actual treasure that was looted from the ruins and now resides in Oaxacan museums. I took a lot of photos of placards and historical texts that I need to translate into English (I might post some here, eventually). But it was looking through these things, and the museums, and the preserved culture, that got me thinking about Tekumel...because Barker based so much of his world on Mesoamerican culture. And the main thought that went drumming through my head was this:

It is so hard to hold onto one's culture.

Barker's campaign setting is an amazing one. Truth be told it's an infuriating one (to me), because it is so damn good...but I digress (I'll talk more about EPT's setting in a different post).

However, despite its excellence, his date/age ranges feel like their off by at least a decimal point. The premise of the setting extends over a timeline of more than 100 millennia...Tekumel is a lost Earth colony that was terraformed some 60,000 years from now before falling into a pocket dimension and "evolving/devolving" culturally over the course of another 50,000 years into the setting in which PCs find themselves.

That's just an incredibly long time, even in terms of science fiction. The idea that ANY remnants of human culture would remain after such a length of time is terribly far-fetched. Some of my readers are old enough to remember a time before wireless telephones and personal computers and television sets with more than half a dozen channels...and that's a piddling amount of time ago. Consider how different the human race is, culturally, from just 1000 years ago. Hell, consider that the Golden Age of classical Greek culture was only (approx.) 2500 years ago...and the rate at which we've advanced...politically, philosophically, and technologically...only continues to  speed up, the more we grow. 2500 years from now our advances...and changes...in culture should be more fantastic than anything present day folks can imagine.Will we even think like (what we call) humans 10,000 years from now? How about 20,000?

110,000 years? It's hard to even imagine what the next 20 years will bring to the world.

Look at how hard it is to hold onto one's culture. Many of the ideas about Monte Alban are based on pure speculation...we don't even know what it's founders called themselves (for that matter, etymologists are unclear of the origins of the name "Monte Alban")...and that's a culture that lasted for over 800 years, only dying out (well, being conquered by the Zapotecs really) around 750CE. That all the hard information on a culture that lasted for nearly a millennia, and that only disappeared around the time of the European middle ages, can be LOST...just gone!...is incredible. All that remains is a love of eating bugs.

[I should mention that the crickets are pretty tasty...I mean, they're toasted and salted, and if you throw 'em into a batch of scrambled eggs, you'd just think they were bacon. Chile and lime, or rolled into a taco is the common way to eat them, and I have. I just prefer smaller ones, as you're less likely to be picking insect legs out of your teeth]

Even the Zapotecs lost a huge amount of their culture...family trees and oral histories and their natural writing system and religion. A lot of that was, of course, by Spanish design and, while I think we can all admit that violent conquest, repression, exploitation, and cultural destruction are BAD, it's difficult to argue that human sacrifice, an extremely large part of Mesoamerican culture and religion would have been a GOOD thing to retain. In Oaxaca there were laws preventing the depiction of Christ on the cross for a couple-three centuries (despite the forced conversion to Catholicism), because they didn't want anything that had any appearance of human sacrifice as "spiritual." Stamping out the indigenous blood rites was at least as high a priority as digging the gold and silver ore out of Oaxacan mountains.

It is so, so easy to lose culture and cultural identity. Do you know what your ancestors were doing 100 years ago? How about 150?

I know I give Paraguay a hard time...often...but at least they retain their indigenous language (Guarani) and something like 80+% of the people speak it. There's no other country in South America that comes remotely close to that...and we're talking about a country where the poor people are as likely to be white and the rich people as likely to be brown as the inverse (THAT's not something you can say about most Latin American cultures...certainly Mexico's economic caste system can be distinguished in large part by the amount of melanin in a person's genetics). And they only managed that due to iron-fisted, isolationist dictatorships, and a subsequent backwater history (perhaps due in part to the former).

[even so, how much have they lost? Aside from their language...and perhaps chipa and a few handicrafts...Paraguay has no cultural identity of its own. They celebrate nothing of their pre-hispanic history, have no real cultural traditions. Their main "big" tradition, besides tea drinking/sharing, is the asado (grilled beef get-togethers) that occurs weekly, where family and friends gather and partake of their beloved cow meat. Oh, how they love their beef! But cows were only introduced to South Americans by the Spanish...what, then, was their "asado tradition" prior to the conquistador's arrival? Knowing a bit of their prehispanic history, I have my suspicions, but it's really not the kind of thing you can bring up with Paraguayans. As far as they're concerned, it's always been beef on the grill, forever and ever, Amen]

Tekumel is a fantasy world based on a premise that strange cultural evolutions occur when you submit people to a crucible of hardship (like being cut-off from your spacefaring empire, marooned on a resource-poor planet, surrounded by hostile lifeforms). Strange things occur, and strange cultures arise. Whose to say that, given the speculative theoretics of Tekumel's situation, it's impossible that a culture like the Tsolyani could arise after 50,000 years? Well, me, I suppose...but only because I've seen up close how easy it is for a sophisticated culture to disappear. AND I've yet to see a case where the culture that replaces is can in any way match the level of sophistication of the culture that was lost.

Does that make sense? It takes hundreds and/or thousands of years to reach a level of cultural sophistication (architecture, art, government, religion, philosophy, etc.). When that is DESTROYED...whether by natural forces or a savage conquest...it doesn't just get replaced with a new sophisticated culture. Cultural sophistication takes TIME; Oaxaca, despite clinging hard to its past, is only a shadow of what it once was. Like its people, its culture is a mix, a mestizo. Beautiful  in its own way, wonderful in its own way, but hamstrung in part because of its synthesis. Because it hasn't had enough time to cook yet.

Which I suppose would make Barker's world appear even more plausible...it's had the thousands of years to "bake" and (culturally) establish itself. I guess I just find it difficult to believe that the people struggling to survive in the wake of a post-apocalyptic galactic catastrophe could get it together enough that they'd survive the overt hostilities of the Hluss and Ssu. With everything else going against them, how did humans manage to fight off those homicidal maniacs AND build multiple thousand year empires?

I guess that's why it's a fantasy game.

I plan to write more about Tekumel and EPT in the coming few days (and probably more stuff about Mexico), but I also want to do this A-Z Challenge thang (it's a good "blogging" exercise). If I get to everything I want, it's probably going to mean a LOT of text. I better wait till Sunday to post this.

Saturday, September 26, 2015

Cascade Failure

The wife's in New York over the next few days, which means I'm on single parent duty. That being said, this actually gives me a little more time to myself than usual (some married dudes with children can relate) even if it means, my waking hours with the kids is a little tougher.

SO...I was going to get back to my 4E delving (and I will, I will!), but in the meantime I wanted to talk about a different RPG I had the chance to pick up and read the last couple days: Cascade Failure, a little self-published, space opera game, built on the usual (D&Dish) class-race-level chassis with D20s and saving throws and whatnot. Oh, yeah...it's in my favorite price range: free (not even "pay what you want;" you can't give this guy money). PDF only, of course.

You might guess that such an offering was pretty crappy (i.e. amateurish, derivative) offering. If so, you'd be very, very wrong.

Greg Christopher's game is downright beautiful, with amazing production values. The full color artwork ranges from excellent to amazing...it's on par with some of Fantasy Flight Games more recent offerings, certainly a step up from D&D 4E, maybe around the same level as the last couple Shadowrun books (for me, these are all "high water marks" in RPG art). Even for folks who just dig on good SciFi art (I've written before how I find good art to be incredibly inspiring), you could due worse than taking a look...I did mention it's free, right? Check out this cover:

Really not this blurry.
I mean, that image doesn't really do the book justice. Here's a screen shot from the chargen title page:

Spectacular.

That shit is just awesome.

[sorry about the grey borders...I'm terrible at this kind of image manipulation]

But, hey, all prettiness aside, my main interest with all these RPGs is their design and potential for play. Maybe you're wondering if my "downright beautiful" description applied only to the look and layout. No...the game's pretty sweet, too.

Cascade Failure (download here) claims to be a public BETA (version 1.2, in fact), but I've seen other games that had a lot less going for them than what it has going on. The PDF is all of 95 pages (y'all know I like a low page count) and many of those pages are cover, or full page illos, or one of three (different style) character sheets, or a star map, or an OGL, or whatever. Thing is pretty, yet compact. Now what does it do in those pages? Let's put together some bullet points:

  • Uses a streamlined D20 mechanic, where everything is "roll under attribute (plus modifiers)." There are two types of checks (called "responses") in the core mechanic: proactive (using skills, attacks, etc.) and reactive (saving throws). All use attributes as their base, sometimes with a level modifier (depending on class). For folks familiar with it, there are shades of 4E here, but without target numbers. I've toyed with similar designs, so I'm partial to the idea; however, "roll low" isn't the most intuitive thing for folks (outside the BRP/Chaosium crowd) and I've read complaints about this in some reviews of Cascade Failure. That being said, there are ways to fix this...but for me, it's fine as is.
  • A very cool setting: immediate post-apocalypse (28 years after the fall) of an interstellar society. The whole thing is very cool, and provides a lot of different "hooks" for characters. I've spoken before that, for me, I need something more than an interesting "wide open" setting to make a game run. Even without providing a list of "adventure seeds," the setting in Cascade Failure suggests plenty of things to do and concrete directions to take, which is something I rarely encounter in SciFi games. For example, you might have some sort of war as part of a setting whether covert (Star Frontiers) or not (Star Wars), but RPGs really fall short (IMO) when this is the driving campaign arc (I should write about this sometime...look at Dragonlance as an example). The setting here...one of survival and salvage, provides motivation for small scale (i.e. personal) conflicts of the sort that would involve a party of wandering adventurers. And there's enough background fluff (without being overwhelming) to provide objectives for said adventures. Dig it.
  • Really like how humans are used in the setting. They are responsible for the empire, they are responsible for the fall, they have the (stronger) potential for getting shit back together. It's human centric but humans are far from fallible and have a lot to answer for. Nice themes.
  • An interesting and (for me) distinct set of classes, compared to other games. Various non-human races are fine depending on your cup o tea; they're fine but easily discarded or modified (none are "integral" to the setting). The game distinguishes race from class which  (I've noted before) I prefer in the space opera genre: if you're going to posit a number of sentient races with spacefaring capacity, they might as well be able to have different occupations.
  • The empath and kinetic classes are excellent...I'll return to these at the end of this post.
  • Saving throws specific to the setting (all based on attributes): very nicely done. Dig "breath" (to see if you can hold your breath...like when your spaceship suddenly holed), "pain" (for taking actions after your totally abstract HPs have been depleted), "snap" (the "reflex" save, but also used as a "full defense" type action in combat...like when you need to dodge laser bolts and have nothing with which to shoot back), and "fear" (the PC version of morale). Also love "listen" and "spot" as saving throws: makes perfect sense with the core mechanic to use these as reactive saves.
  • Ambitions. Wow. Remember how much shit I gave White Star for its cop-out experience system? Here's an innovative system that works with the genre, and its got two tracks. Each character has a major ambition, something that (if achieved) they'll retire and give up adventuring; examples include acquiring a space ship, finding one's true love, avenging a wrong, or whatever. It's a built-in end-game and story driver, and (similar to The Riddle of Steel's spiritual attributes) provides bonuses in play when characters are taking actions that directly apply to the ambition (it also acts as a directional "guide" for players). Minor ambitions, on the other hand, are chosen in-play, on the fly, based on the situation at hand (i.e. both the adventure hooks and events that occur). Minor ambitions provide no mechanical bonuses, but (when achieved) award PCs XP based on the ambition. And here's the kicker: the amount of XP awarded for achieving a minor ambition is negotiated up-front between the player and the GM. Awesome...so, for example, the players discover there's a band of marauders terrorizing the local village and pose a minor ambition to shut it down for 100xp and the GM says, heck I'll give you 500xp, cluing in the PCs that the opposition is tougher than they think. OR players can "up the ante" saying they have a minor ambition to reconcile with the bandits peacefully and make them productive members of the village or some such for a fat bonus. OR the players can add an extra ambition (for extra XP) that they want to humiliate the bandit leader in the process and steal his high tech gear that he's been using to lord it over the peasants. Very hip mechanic and one I can't ever remember seeing before.
  • Morality. Wow again. This is Cascade Failure's take on "alignment." You assign 7 points to three impulses: adherence (which is kind of like "law & order"), consensus (your conformity to your peer group/friends/family), and efficiency (your impulse to "get things done" in expedient fashion). The values assigned to these impulses act as role-playing guide-posts to the players, and can be used by the GM as a bonus/penalty if applicable and if "it would make the game more enjoyable." Shades of both The Riddle of Steel (again) and Pendragon virtues.
  • Characters are given an age attribute (Young, Adult, or Mature) that influences how cognizant of the pre-apocalypse galaxy. Being younger gives you a bonus to physical attributes (duh) but being older gives you bonuses to figure out old tech. Remember, the setting is post-apoc so shades of Gamma World figuring out gear...however, I'm not really doing a good job of selling the setting: even though the author doesn't give us a highly detailed galaxy with pages and pages of history and planets, what he does give us is an important overview of what tech allowed interstellar colonization in the first place, how it was interrelated, and how it's breakdown (due to the interstellar war) has led to the collapse of the society. He gives you enough of the information you need. It's really spot on and elegant.
  • Gosh, there's a luck score (rolled randomly; humans start with more) that can be spent in-play and never gets "replenished" (except by GM fiat). However, rather than a "get out of jail free card" (as in other RPGs), luck is used to flat modify rolls by your current luck value, decreasing by a point with every use. Man, I love this. At the beginning of a character's career, they can thus expect a lot of lucky breaks ("beginner's luck," right?) but as the game progresses their luck eventually runs out.
  • Hit points are abstract and, once depleted, additional damage is applied directly to attributes (as in Classic Traveller). The attribute affected is determined by random roll and attributes correspond with wound locations...like a shot to the hand decreases DEX, while a shot to the head decreases INT. There are some rules for getting maimed and whatnot...all good, though I would have liked some cyborg parts to replace lost limbs (easily added, though).
  • Equipment is nice, a short and streamlined list fine for the setting, the usual weapons/armor are on display. Includes cybernetic enhancements (though no 'borg prosthetics). The barter currency with "Value Units" is cool and setting appropriate. The various spacecraft/vehicles (these aren't available for purchase...how many chickens are you going to trade for a battle tank?) are good...abstract and they fit the marks needed...but there seems to be a missing chart here, as the text states vehicles are described by four values and we've got no idea what the range of those values are for any of these vehicles. Maybe that's why this is the "Beta" version? Vehicle combat is a mirror of personal combat which is fine, by the way.
  • Factions are neat. The example factions are all very good. You can see where other space opera fiction has inspired some of these ideas (Space Battleship Yamato, for example), but they still feel very original. Especially dig the non-hostile nature of most of these (they have desires, but they aren't pitted to destroy each other). They all make good story seeds.
  • Finally we have "Gifts" which are just lightweight "feats" that PCs acquire every other level (starting at 2nd level). I like these, too, especially the kinetic ones.

Okay, that's a lot of slobbering over the game. Can you tell it's my new favorite space opera RPG? That this is one I'd actually like to run?

Now, long time readers of the blog know that I'm a big fan of Star Wars, but have had issues with (pretty much) every Star Wars game that's ever been offered for consumption...from West End Games to WotC's D20 (and Saga) to FFG's most recent version. A lot of folks have touted White Star as THE  "Star Wars game"...at least as far as light-ruled, old school (D&D style) chassis are concerned. I wrote myself that it's the closest such game I've seen.

Cascade Failure is closer.

And I say this even given that the setting is NOTHING like "Star Wars." No, what I mean is that is that the system, as is, is VERY EASILY adaptable to the Star Wars setting, should one care to do so. You'll have to cut out aspects like power armor and such...but then again, there are no hard rules for such, and who's to say you can't scale mecha or power armor up to the size of AT-ATs and AT-STs?

The existing CF classes of Empaths and Kinetics can, be easily adapted to Jedi and Sith (respectively) with near zero modification...if one is willing to forgo all the "canon" nonsense found in RPGs and prequel trilogies. Using the original trilogy (solo) as a base...something I've often considered doing but always failed failed failed in ALL my designs...the "Force" users could easily be modeled on these character classes withOUT such a thing as "the Force" (the Force being instead relegated to a religion or mythological belief of the setting as a way of explaining the existing of such sixth sense powers). Personally, I prefer the Cascade Failure version of such powers to anything I've yet seen, including my own designs. These two variations of "people with strange powers" (which, again, can be classed to any species...a failure of White Star when it comes to genre emulation) will also work well for other space opera settings. In fact, they seem almost out of place in the post-apocalyptic setting of Cascade Failure (nothing about the setting material mentions folks with psychic powers, not even as minor players in the events occurring before, during, and after). But for a CF knock-off in a Lucas-style, original trilogy setting, they find a ready home.

In my opinion.

[no there's nothing like the "Dark Side" or psychic corruption in the game...imagine, for a moment, that Yoda and Ben's discussions of such a supernatural force are simply over-blown and rooted in superstition. Call it a "Force-Atheistic" version of Star Wars. Which itself is pretty cool]

Look, it appears to be a good game. It's free. It's pretty to look at. Go ahead and download it, write to the author, tell him to get his act together and put together a chart of vehicle stats and start charging something for it. Inform him that this should be available in hardcopy (it ain't, not even print-on-demand). The fact it has a 2011 copyright and I've never seen/heard of it is a crying shame. I've been looking for a space opera game this cool for a looooong time.
; )

[by the way, thanks to Age of Ravens for hipping me to this thing through his latest post-apocalyptic RPG post. You can read his review here]

Friday, August 7, 2015

Mutants Rule

Earlier this week (Monday? maybe) my son and I finished watching the last episode of The Avengers: Earth's Mightiest Heroes animated series. Ye Old Netflix suggested another show we might like to watch: Wolverine and the X-Men animated series. As it is (like Avengers) rated TV7 and (also like The Avengers) lacks the "FV" ("fantasy violence" tag) I figured we could give it a shot. My son understands superheroes and cartoons are just fiction, after all.

Welp, we haven't been disappointed. The boy digs it (he now says the X-Men have been added to his favorite superhero teams which previously only included the Avengers and "the Superfriends"). He does continue to refer to it as "The Mutants" ('Papa, can we watch The Mutants while we eat lunch?') which would probably have been a more apt title, if (perhaps) not one with the same cache.

[though "cache" is a relative term...I see the name "Wolverine" in a title these days and I'm pretty immediately disinterested. I reached my saturation point with little, furry guy some years back]

Anyway, the show's not bad, if a bit disjointed and grabass, story-wise (compared to tight story arcs of The Avengers). At least the characters and plots are recognizable to Yours Truly. And in addition to be a good model for teamwork, there's a nice message of tolerating others and their differences which allows me to justify my child's exposure of the program.

And from a gaming perspective, it's starting to percolate some inspiration in my brain.

The "gamers ADD" thing is a tired subject for blog posting, but it's no revelation to long-time readers of this blog that "game designer ADD" is a much more serious topic...in that flitting from project to project is a sure recipe for not getting shit done. Now, if I was a big company with a staff of writers and designers, this wouldn't be an issue: I'd hand off ideas and concepts to staffers and just oversee the development of "products" [anyone see my recent post about "entering a new phase" as a publisher? This is a taste of the direction I'm ruminating on]. But at this point I'm not a "company;" and multiple inspirations are dangerous de-railings when it comes to completing projects.

It is what it is.

The part that's got me thinking is the whole post-apoc, (anti-)mutant war, sentinel-filled future those X-Men folks always seem bent on preventing. The idea of such a future was a good and interesting one when it first came out in the comics...taking the mutant analogy for the Civil Rights movement (and general history of prejudice and intolerance in this country) and ramping it up in combination with the themes one finds in the 1984 film The Terminator (dudes from the future traveling back in time to prevent a war with "the machines"). Actually, the Days of Future Past storyline predates Terminator (1981), but the later storyline involving Nimrod and Rachel Summers physically traveling back in time was in 1985 and feels a bit derivative (to me). ANYway...

That's a lot go giant robots.
In 1987, TSR published MX1: Nightmares of Futures Past for the Advanced Marvel Superheroes RPG. MX1 isn't really an adventure module; instead, it's an entire campaign setting placing PCs in the dystopian future where the machines (the sentinels) have taken over. Most of its 36 pages contains information on the world, the sentinels, equipment, antagonists, procedures for searches, and a sample internment camp, as well as special (new) rules regarding popularity and karma use in the setting. Only the last 4 or 5 pages contain adventure ideas and possible scenarios. It's really a toolbox to run your own guerrilla war against giant robots in a dystopian future setting. Later TSR offerings MX2 and MX3 were straight "adventure modules," but ones set in the same campaign setting.

MX1 is interesting and has lots of good, useful information but, in my opinion, doesn't do enough to tweak the original MSH rules for compatibility with the rather dark and gritty setting. For example, there's no changes in character creation to insure appropriateness (i.e. a tightly themed setting could easily devolve into an ordinary cosmic weirdness/kitchen sink game MSH is prone to do). Normally, "appropriateness" isn't an issue as MSH does a great job of modeling the exact same weirdness found in the Marvel universe circa the early to mid-80s...but MX1 would probably work best in a "standard" MSH campaign wherein a PC hero group makes a (temporary) foray into the future to save a blighted alternate timeline.

A more manageable take on the "mutant hunted apocalypse" was suggested by Dennis Laffey in his recent Gamma World/Marvel mash-up campaign that uses Mutant Future as its base system. Dennis has been busy of late with a new baby and his ongoing Chanbara project, so I'm not sure if the campaign is still up and running, but the idea of using the Gamma World system (or, rather, the BX version of the GW system) is a much better starting point for grim-dark future than superheroic, narrative re-writing, nobody-can-die system that is MSH. Still not a perfect fit for the original concept of the setting (the war machines of GW far outclass the mutations)...but then, Dennis isn't trying to do the original concept. His campaign's apocalypse is inspired by the concept, but the campaign world is a far more primitive one (I use the term in a good way), more akin to the easy savagery and general weirdness found in Thundarr the Barbarian.

B/X is a good choice for gritty...I wish Dennis would publish his house rules for the campaign. But it's not quite what I want. A civilization that's already fallen (the default setting for GW) is one that's more about heroic survival in the wilderness and building a new community/civilization. I want a heroic quest to SAVE the civilization BEFORE it falls. But I still want gritty. Hence the need for a new game.

See? This is why I'm a fan of multiple game systems rather than the proponent of the "one-size-fits-all" universal RPG. If I actually pursue this inspiration (and start writing up notes), it will be the THIRD superhero RPG I've started since May. Well, third for which I've done substantial work...one was already a "work in progress." But all have different themes, settings, and styles of play. My street level game (heavily inspired by the Daredevil net series and my favorite Marvel small-timers) utilizes some narrative mechanics, explores a "closed system" (with a definitive endgame), and also attempts to run GM-less. My "hero team" game draws its inspiration from the Avengers, Justice League, etc., makes use of my updated DMI system (previously demo'd as Legendary Might), and focuses on cinematic supers action, as opposed to the comic book style and tropes.

But this would be something different. You're not harnessing your rage (a big theme in my low powered game) to "clean up the streets." You're not blowing up buildings in an attempt to save the Earth from alien empires and high-tech terrorist organizations bent on world domination. Instead, you're battling a World Gone Bad, in which humans have turned on each other (and continue to turn on each other) under the sight of their gigantic robot overlords. I kind of like the idea of different character classes (limited to, say, mutants, cyborgs, normals, and genetic experiments) with separate power suites and leveling to represent how experienced your resistance fighter is.

"I eat mutants like you for lunch."
On the other hand, how much mileage can you get out of fighting giant robots again and again and again? Would anyone be interested in playing a Terminator-style RPG fighting against the machines and "Skynet?" It feels more like a board game...or perhaps a video game...in which there'd be an actual objective, "get-to-the-end" target to obtain. Wipe out the bad mecha, return to normalcy (or, at least, the possibility of rebuilding the world that was lost). Is that enough for an ongoing RPG?

Maybe not.

[see the game Bliss Stage for ideas of running an RPG that focuses on the relationships and mental stability of survivors fighting a war of resistance against hopeless odds in a post apoc future; similar mechanics could probably be adapted if you wanted a more character exploration-style version of this concept]

Anyway, I don't really have time to start another project, so the question is probably moot (though one I'll continue to mull over). Too many other things to work on, including the post-apoc revamp of Cry Dark Future (which will NOT be turned into a supers game, thank you very much). Then again, if I had the right collaborator....

More on this later. I've got to put the kid down for his nap.