RPGaDay 2018 Round-up

RPGaDay has come has reached its end once again. Having completed it on twitter this year I thought it would be worth collecting my answers together into a single post. So, here they are:

Day 1: The social aspects. I can sit down at a table with strangers and know that there is at least 1 common thread between us that will be the focus for the next few hours. For somebody that finds mixing/socialising difficult having that focus is liberating. Then there’s the social aspect of gaming with friends, again it allows you to be social without the normal pressures. Bad day but don’t want to talk about it? Dive into the game. In a great mood? Dive into the game and make it more enjoyable for all.

Day 2: Honestly I know any more. The Expanse Kickstarter has left me unsure by failing to get me interested in a property that I already enjoy. I wonder when it comes to a new game if it is the sell, whether I need to see some real excitement from the developers

Day 3: Setting and writing are perhaps most important. I need to enjoy picking the game up time and time again outside of the sessions. Rules are second to that, which is odd given my interest in game design. Prime examples: @CorporationRPG has an amazing world and writing I go back to but the rules are a hot mess. Fate Core is the opposite – great system but dry writing meant it wasn’t until Atomic Robo that I really appreciated it.

Day 4: Memorable for all the wrong reasons but during my first Firefly campaign had an annoying, whiny NPC who had been promised berth on the ship by somebody that didn’t own it. The players hated him. I hated him and while he was only present during a single session he made an impact of how not to do it.

Day 5: I’m going to cop out on this one because I’m struggling to think of a good answer. So instead I’ll go with one of the alternate prompts: Most memorable character retirement, which goes to a player in an L5R game I ran last year. It was her first ttRPG, she had no knowledge of the setting and picked the disadvantage that she was a brainwashed Kolat sleeper agent. I explained the likelihood she would die dishonourably.

She went with it.

During the wedding of another PC2 (who was marrying this PC1s true love) there was a murder. The suspect was the Kolat handler, who triggered her programming. She was a shugenja and all hell broke loose before she was ultimately captured. She was ordered to commit jigai to cleanse her family honour. The Scorpion governor gave her a choice – die or fake her death and become a scorpion. She chose the latter, not knowing her loyalty would be enforced by PC3 by addicting her to opioids. In the climactic battle, knowing she was going to die she redirected her final spell to target PC3. He drowned in the middle of the battlefield seconds before she fell to the spectral horde. It was epic and all because a new player went all in with their choices

Day 5: Wait, I want to also answer the original question! Am I allowed an NPC from an AP? If so then most memorable NPC has to be Ueda from @happyjacksrpg first L5R Inukai campaign. The PCs helped him redeem his honour and he spent his life literally repaying their trust.

Day 6: Help to build it. Introduce details at both the high level (NPCs, factions, background) and the low level (scene details). Both encourage buy-in, the first provides depth to the world and potentially grounds the PCs by giving them existing connections. The second gives players buy-in to individual scenes and helps build a consensus mental picture of what is going on. The fantastic @Upto4Players provided a great recent example of the latter with their Crystal Hearts comic:

http://www.uptofourplayers.com/comic/heart-of-stone-page-11/

Finally, they can put some effort into learning the setting background. Some games (such as L5R) have detailed settings and I wish more players would invest just a little time outside of sessions to learn the basics of them.

Day 7: Make it personal and build on day 6. When a player introduces something use it. Put it in the middle of the action and find out what the player will risk to protect it. And if they fail, make the consequences reflect its importance.

Day 8: Make it accessible and diverse. Twitch and APs are a great tool for this and we’re already seeing a boom thanks to it. Now we need to build on the momentum and promote more shows with diverse casts to really show that gaming is for everybody.

Day 9: I don’t know why but anytime a game hits me with the feels it surprises me. It’s not like I don’t expect it to happen but the ability of games to unexpectedly sneak past emotional barriers always gets me and I love that they can do that. Even though I’ve not had a chance to play as many of them as I’d like I love the fact that there are now a broad range of games where that’s the intention, that aim towards that intense emotional experience.

Day 10: I’d like to say that it has made me more confident and outgoing but I’m not sure that’s the case. It has, however, helped me find who I am and provided a constant grounding when times have been tough. I wouldn’t be who I am now without it.

Day 11: Blade Terrell from an early BESM 2e game. Carried a final fantasy type oversized sword but refused to use it unless he felt his opponent was enough of a challenge to be worthy of him drawing it.

Day 12: Easy answer, Doyl my @DG_DemonHunters caffeinomancer who also happens to be my favourite character to play.

Day 13: I was really stat and gear focused when I started with RPGs, a carryover from my time as a wargamer (seriously, 40K 2e allowed each space marine in each squad to have a unique loadout, a bookkeeping nightmare). I slowly realised it wasn’t the stats that I enjoy, it’s the descriptors and options that the gear opened up in the narrative. It’s why I’m a big fan now of descriptive tags as opposed to 10’s of pistols with negibly different range/damage/cost combos

Day 14: I made the mistake of describing offhand an interesting location to a group of @DG_DemonHunters players finishing with ‘and it’s off-limits for reasons you don’t know’ thinking that would be it and we could start the actual adventure. Of course, the players had other ideas and went to explore. I literally screwed up my existing notes, threw them away and called a beer break 5 minutes into the session so I could quickly rejig. I was upfront with them, they had completely thrown me off. Thus we started my first entirely improvised adventure. It was amazing and later ended with a player led near-TPK as the paranoid PC sniper attacked the newly turned PC vampire. Under attack, she gave in to her urges and turned 2 PCs before we faded out.

Day 15: Difficult question. Best example would be a playtest of Project Cassandra @Dragonmeet – I received a lot of critical but valid feedback that at the time was difficult to hear but extremely valuable and caused me to go back and redo the entire skills system.

Day 16: My next scheduled game is a #Firefly one shot using my Niska’s Race scenario. I’m looking to promote more non-D&D games where I play (@sugaranddice in Liverpool) starting with some well-known franchises before I broaden out into smaller indie games.

Day 17: This is easily having my original Demon Hunters adventure Channel Surfing used as the demo scenario at #GenCon this year. It’s available as a PWYW download from here:

Channel Surfing

Day 18: I actually wrote a whole mini-series of blog posts about inspirational artwork which are at: https://lunarshadowrpg.wordpress.com/category/inspirational-artwork-2/ … but in typical fashion haven’t actually ever used any for the basis of a campaign.

Day 19: Nothing that comes to mind. I’m not a big music person and really don’t enjoy music at the table. One of my pet peeves is when GMs bring portable speakers to con games and conveniently forget they’re sharing the space with other tables.

Day 20: Complications on success, such as in Cortex when you roll a 1. Really like the ‘yes and…’ element and way that it can add an unexpected twist, especially when you get the players to narrate it.

Day 21: I’m going to go with something I’ve yet to actually try out – Resource dice from The Black Hack (and spin-offs such as @cthulhuhack). An elegant and simple way of dealing with limited resources that doesn’t require too much bookkeeping.

Day 22: Non-dice system eh? Hell 4 Leather, a great pick up narrative game of supernatural revenge by Prince of Darkness games. The tarot system provides great flavour and its just so much fun to watch characters get hunted down scene by scene. In terms of a non-dice mechanic then the pathways and relationship map of Smallville, such a great way to set up the relationships not only between characters but also the environment by highlighting places of significance from the outset.

Day 23: How long do you have? Seriously, my play again list is almost as long as my yet to play list but to pick just a few: Smallville, Dresden Files, Torg, Demon Hunters, L5R

Day 24: Again I could provide you with a long list of games here, especially given that here in #Liverpool #DnD just seems to swamp everything else. I’d also love to say Project Cassandra but given that’s still not out (one day!) that feels like a cheat.

Recommendation 1 – Demon Hunters: A Comedy of Terrors by @deadgentlemen and @boymonster. An amazing game, with a great setting and my favourite implementation of Fate like rules (I’d place it as somewhere between Fate and Cortex)

Demon Hunters

Recommendation 2 – Remember Tomorrow by @gregorhutton / BoxNinja – A lightweight cyberpunk game focused on the needs and wants of the characters and their desire to escape the bonds that define their lives

RTfco250

Recommendation 3 – Another @boymonster game, Smallville RPG. The Drama iteration of Cortex Plus didn’t get the recognition that I feel it deserved and I’d love to see some non-supers uses of it, its perfect for hospital dramas or over the top soap opera.

Day 25: Part of me want to hates that this is my answer but #Dnd 5e. My gaming has been rather sparse over the last year and it’s only through the fact that D&D is having such a surge in popularity that I’ve been able to game at all.

Day 26: Is a regular non #DnD game aiming too low? Because I’d be happy with that. Aiming higher? Publish Project Cassandra and more Demon Hunters material plus attend some conventions.

Day 27: There’s only one AP I regularly listen to: @happyjacksrpg though I limit myself to 1 game at a time (currently the #L5R Inukai Saga). Seriously don’t know how they manage to fit so many games in! #rpg

Day 28: This is another question where I could reel off a long list so I’m going to cheat a little by saying the members of GUGS during my time there.

Day 29: Again too long a list, the vast majority of my close friends since finishing school I’ve met through gaming of one sort or another. Hell, my twitter list is almost exclusively made up of gaming people which is probably why I post here far more than on FB. I flew to the other side of the world to attend @StrategiconRPG in 2015 with people I’d only ever interacted with online. Absolutely amazing experience, forget GenCon, that was the best 4 days in gaming for me and I’d do it again if I could afford to. And when I got married earlier this year many of the attendees were friends I’ve made through gaming, including my best man @emzyesque who I’d have never met without this crazy hobby of adults playing make-believe.

Day 30: I mostly GM so in terms of NPCs – that they’re often the weakest part of my games in terms of characterisation. Something I’ve been working on since the start. In terms of PCs – Often my characters are very reliant upon the mood of the table around me. For example Doyl, my DH caffeinomancer, really needs an upbeat group for me to play him as the painfully cheerful character he is meant to be.

Day 31: Why do I participate? Like podcasts it keeps me engaged with the hobby on a day to day basis, which is important to me given how much my actual gaming time has varied over the last few years.

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Demon Hunters RPG Kickstarter: Link & Update

DHRPG_FB_Cover_KSA quick update on the Demon Hunters RPG Kickstarter given I wasn’t able to get online while I was away. First off the link for the Lickstarter is: https://www.kickstarter.com/projects/deadgentlemen/demon-hunters-rpg-a-comedy-of-terrors (or you can click the banner above). Go take a look, watch the video and please consider contributing. The project is already over 2/3 of the way to being funded after only 4 days, given there are a further 26 days to go it’s pretty safe at this point to assume it will fund and that it’ll hit at least a few of the stretch goals.

So what’s on offer through the Kickstarter? Well the obvious focus is the main rulebook for the new game, which will be available as PDF, print on demand or deluxe print editions. In addition there will be PDF editions of a Players Guide, Adventure Guide and a sample adventure plus extras such as character sheets, adventure logs etc. On the physical side of things higher reward levels will include custom dice, a Brotherhood pin, reversible dice bag and even temporary tattoos of the Brotherhood or Order logos. All in all a pretty good set of options.

One of the big issues with Kickstarter though is the potential for deadlines to be missed or even entire projects to collapse after fully funding. Here I don’t think it will be an issue. Firstly the people running this are also associated with Zombie Orpheus Entertainment, who managed The Gamers Kickstarters (with The Gamers: Hands of Fate raising over $400,000). They’ve run into most of the Kickstarter issues already, including deadlines and distribution so I doubt this project will cause any problems on that front. Secondly a lot of the writing is already completed, which is always a good sign given the number of RPG projects that run into difficulties because contributors fail to hand in material on time (or ever).

There’s one final reason that I think you should back the project – because at least a few of my own Tau 19 will be showing up in the final material and I’d love to see them in print. Speaking of which here they are in a couple of quick wallpaper mash ups of their original pictures (same image, just different aspect ratios):

wallpaper-smwallpaper

June RPG Blog Carnival: Favourite NPCs

Arcane Game Lore hosts this months RPG blog carnival and asks “Who’s your favourite NPC?”, a question which can be applied to both GMs and players. This isn’t a particularly easy question for me to answer, not because I have too many to chose from but because the majority of my games tend to focus heavily on intra-party issues, with few NPCs that get enough scene time to make a significant impact. Truth be told my NPCs are one of the biggest areas of my GM style I’d like to improve upon, but that’s a post for another time. So after some thinking I’ve come up with two favourites, who made the cut for very different reasons.

The first comes from my first Serenity campaign, which was the first campaign where I’d applied a very freeform (but not quite sandbox) approach focused purely on the goals of the PC characters as opposed to a save the world big issue type of campaign with clear aims and objectives. While the scheduling of the game was cursed (and we never did get as far into it as I’d have liked) it stands as one of my favourite campaigns as when it did run everything just slotted into place, including Alex C, a record producer at Blue Nova Records. For the most part Alex was an over the top, flamboyant character who used buzz words and three letter acronyms like they were going out of fashion. The thing is, it was all an act, something which only showed during a few occasional moments with Xoxi, one of the PCs and Alliance intelligence officer who was working at Blue Nova undercover while she dealt with some particularly nasty psychological trauma.

We never got far enough into the game for much to be made of Alex and his background but he did manage enough screen time for the hidden side of him to show and demonstrate he was more than first appearances would suggest. One of the plot threads I had started hinting at was some internal turmoil occurring within Alliance intelligence, triggered as a response to the events of Serenity (the movie). If we’d have continued then Alex would have been central to that, either by turning up dead somehow or by seeking the assistance of the PCs in evading / foiling particular events. Maybe, if I ever run another Serenity game, he’ll show up again though I suspect that may be a while away.

My second favourite NPC is a character I’ve mentioned repeatedly in previous posts, as he went on to become a PC and one of the pregen characters for my Nationals Demon Hunters game. Doyl LevettYup, Doyl Levett, caffeinomancer extraordinaire. Doyl started off life as an NPC in my very first Demon Hunters game, with the chapter not only finding him lost in the middle of the Warehouse but with a group of ROUS close behind him. While not a member of the Brotherhood at that time his basic character was already there, a coffee mage (though he didn’t know it) who had stumbled into the Warehouse by accident. From there it was simple to convert him into a full PC when I finally managed to play in a game of Demon Hunters and he quickly turned into one of my all time favourite PCs to play, with the added bonus that it lets me drink copious amounts of coffee and claim that I’m just acting in character.

Planning for the Nationals: The Final Characters

Okay so I forgot to hit post on this on Friday before I left for the Nationals so ignore the ‘Hopefully the players enjoy these as much as I do’ as they all did and most of them wanted to keep their character sheet at the end of the game.

I’ve been posting up the progress and design of my character sheets for the Nationals over the last few weeks and the big event is now mere hours away (it’s Friday morning as I write this and this post should go up on Saturday while I’m away). As the final planning for the nationals post I feel its only appropriate that I post up the final artwork and character sheets my players will be receiving. I’ve always found that the character sheets are an often under appreciated component of convention games. A good convention sheet should be look good, contain enough detail for players to get into character and also have enough details on the mechanics that players can easily tell what their character is capable of. Finally any aspects of the system that are not being used during the scenario should also not be present on the character sheet, a section for spells for example is a wasted space if you’re not playing a mage. In taking this approach I therefore took the approach of dividing the pages up into mechanics, character and extras.

Mechanics became the main page, listing the attributes, skills, initiative and life points arranged around a small version of the character portrait. I chose to include the portrait on this page (in addition to a standalone A4 page) to serve as a visual reminder of the character given I expected this page to be the one players would have in front of them most of the time. This main page also include the names of the character, one male and one female so that each player can feel free to play any character rather than feel they are directed to play a particular gender.

The next section, character, came to two pages in all. The first was the aforementioned full page portrait, there to provide a visual representation of the character. I was lucky in being able to get a friend (Andrew Docherty of Imperious Press) to draw the characters and hopefully the players will enjoy them as much as I do. Personally I think the inclusion of the portraits elevates the sheets to another level and it is certainly something I will look at providing when I run convention games in the future. The second half of ‘character’ was the bio page, which included both a short biography in addition to the assets and complications which provide mechanical encouragement to stick to character. Finally are the extras, the pages which don’t fall into place easily. For most of the characters this was simply the equipment list and a space for players to make notes. For the mages in the party this also included a page listing their spells, each of what are unique to their style of casting.

So rather than ramble on further here’s the final portraits and sheets. In case any other Demon Hunters players happen across this then please note that the assets and complications have been rewritten especially for this scenario. The animate ability in particular has been extensively rewritten as previous experience has suggested the version in the core rulebook is significantly overpowered for its cost.

Blayze (character sheet)
Doyl (character sheet)

Dr Hatter (character sheet)
Rahul (character sheet)
Shrub (character sheet)
Stephanie (character sheet)

Planning for the Nationals: More Character Portraits

I’ve written already about my desire to present my players at this year’s nationals with a visual representation of their character. Today I received a complete set of drafts for the characters and while I should probably wait for the final versions before I post them I’m too excited to bother with that. So without much ado I present Chapter Tau 19 of the Brotherhood of the Celestial Torch.

Planning for the Nationals: Character Sheets

As I’ve been putting together the characters for my upcoming Nationals game I’ve also been thinking about how to present the information to the players, especially given I expect most (if not all) of them to be new to Demon Hunters. In doing so I’ve tried to break down the sheets into segments, grouping together information based on their importance. The first page is a full scale image of the character, which will be attached to the front of the folder presented to the players. Second is the main character stats – Attributes and skills, separated by a smaller version of the character portrait. This page is the one I expect players to need to reference the most, while inclusion of the portrait allows them to keep that mental image in their head.

Third, the bio. This page is designed to provide the personality of the character, through use of a short bio in addition to their advantages and disadvantages. For Doyl and Blayze an additional sheet details their primary spells (5 each). Finally is the equipment and notes sheet, for you never know what extra equipment the players may wish to acquire during the course of the adventure. While they still need some work I’m fairly happy with the basic layout at the moment, the main aspect that still needs to be added is the wound / stun track and a system cheat sheet. The current draft template for Doyl can be access through the below link:

Character Sheet: Doyl Levett

Planning for the Nationals: Character Portraits

One of the components of my Nationals planning this year has been to commission a series of character portraits of the characters for my Demon Hunters game. While this has an obvious cost attached to it I felt that the characters for the game were unusual and wacky enough that the players would greatly benefit from the visuals. One of the PCs is, after all, a mystically animated plastic Christmas tree that also happens to be a ninja.

Today I received the draft image for the first character, Doyl the coffee mage. Being honest it was the character I was most worried about, not because he’s a difficult character to draw but because he is my PC on the few occasions I get to play Demon Hunters. Luckily for me the sketch has come out brilliantly, capturing the concept of Doyl perfectly. I’ll probably post up the rest of the characters once I get them but for now here’s Doyl:

doyl-draft