The Synth Convergence – Missions for The Sprawl RPG [Coming soon]

Over the past couple of weeks, I have been slowly teasing an ongoing project over on Twitter – The Synth Convergence, a trilogy of missions for The Sprawl RPG.

Current draft of the cover mage

Like Gibson’s original Sprawl novels these stories are thematically rather than narratively connected. For our missions the focal point is Synths – artificial lifeforms that are pushing the boundaries of their programming and gaining sentience in a society that has come to rely on them as cheap, disposable labour. Through the course of the missions the team will have to infiltrate a self-aware luxury hotel, extract a synth DJ seeking to defect to a new Corporation and finally facilitate an act Corporate revenge that will have a lasting impact on the Sprawl.

Working on The Synth Trilogy has been a learning process. It’s my first collaboration with another designer, HyveMynd, who designed and blocked out two of the missions. It has also required that I significantly improve my graphic design skills, a fun challenge I’ve been giving 10-15 minutes to during lunch breaks. I think the results speak for themselves and I’ve learned a lot of lessons that I’ll be applying to future projects.

Working draft of the page layout

The trilogy is nearing completion. I’m in the process of editing the core text while working on the layout documents guided by the official Mission Files supplement. It’s slow going but moving forward and my aim is to have it all completed soon. Until then keep an eye on twitter for more updates.

#RPGaDay2019 26th August: ‘Idea’

August has come around once again which means it’s time for RPGaDay 2019. In a shift from the questions format of previous years this year is characterised by a series of prompts, which I’ll be attempting to answer each day with a short post, with the prompt word highlighted in bold each day.

Day 26: Idea

Project Cassandra started life as a hack of Lady Blackbird but the idea for it actually came from The Bureau: XCOM Declassified. It’s a Cold War, third person tactical shooter and prequel to the typical XCOM games. It’s highly stylised and over the course of the game you gain access to a range of advanced technology that include things such as levitation, cloaking and even mind control. Playing the game it struck me that many of the abilities could easily be explained as psychic talents. It was a simple leap to go from that to secret government projects to develop psychics given they actually existed! MK-Ultra and the Stargate Project may have never yielded any results but what if they had?

The idea to focus on saving the life of the President was also inspired by Lady Blackbird. While you can play in the expanded setting of that game the published rules have a clearly defined and singular goal – escape the clutches of the Imperial forces and deliver the titular character to her secret lover. I wanted the same for Project Cassandra – a clear, single purpose adventure that could be run as a one-shot or mini-campaign. While the game could be expanded out into any number of ‘psychic operatives complete secret missions’ I felt that would spoil the central conceit. It’s worked well in playtesting and I’ve yet to feel the need to push out into a full blown campaign format.

#AprilTTRPGmaker Roundup

I’m quite fond of attempting the daily post challenges that pop up on Twitter, they provide a quick way to engage with the RPG industry outside of my own little corner of it and more often than not get me thinking about aspects of it that I may not have spent as long on as I should. The April TTRPG maker challenge has been no exception, particularly with its inclusion of questions that have asked me to think about the status quo and my place within it. Below, my daily answers, which turned out to be far longer than I had originally expected. Thanks go to @kiranansi for putting it together – check their profile for more of their work including More Seats at the Table, an email newsletter designed to highlight games by creators from marganalised communities.

aprilTTRPGmaker

1) I’m Craig – geek, gamer, geneticist based in Liverpool, UK and I publish under the umbrella of LunarShadow Designs

2) My published material so far has been adventure starters for @DG_DemonHunters Demon Hunters: A Comedy of Terrors RPG. Later in the year will also see releases of adventures for @Upto4Players Crystal Heart and @TheSprawl_RPG (in collaboration with @HyveMynd)

3) Commuting. Most of my time to and from work is spent thinking about RPGs or jotting down ideas (notebook/one note). My old London commute was even long enough to do bursts of writing or layout.

4) Not entirely sure, I like variety. I guess the closest answer I have is ones with clear conclusions. I much prefer a single clear and central arc for a campaign and would rather a fixed duration than open ended games. Is that a scenario though? I don’t know.

5) At the table – Characters. While I enjoy worldbuilding in my experience it rarely gets seen. It’s a valuable prep aid for GMs but ultimately the characters have greater impact based on their choices at the table.

6) While there are games where I’d happily spend the evening reading then just for the enjoyment I get out of their world building (L5R, Corporation, Demon Hunters) for actually running games I am slowly shifting towards shorter texts. It helps that these days my system preferences tend towards games that avoid pages of virtually identical weapons or hundreds of creatures each with a full page of stats etc

7) The first of probably many difficult questions. In terms of cost I can see the arguments for lower entry price points but many professionals seem to struggle to make a living and actually, I think RPGs are often incredible value for money per hour of play. Regards disabilities first and foremost speak to those who are affected. One relatively easy thing I think we can do is release plain text files alongside regular PDFs. Fancy layout and backgrounds look nice but aren’t accessible for a lot of people.

8) I’ve only had the pleasure of working with a small number of people, all of whom are amazing. @emzyesque on my @DG_DemonHunters material, @HyveMynd with our missions for @TheSprawl_RPG and @Upto4Players who offered me my first commissioned writing credit. There are plenty of others I would love to work with in the future but before I get to that point I need to clear the backlog of my own personal projects.

9) They largely follow a traditional asymmetric setup with a GM taking on a lot of the perceived ‘power’ of defining elements. Overall I don’t have any issues with that so long as everybody, GM included, understands and respects the different roles.

That said with Project Cassandra one of the things I have tried to do is shift some of the ‘power’ to the players (which I’m defining here as anybody who isn’t the GM) in a way that explicitly fits with the setup – individuals with psychic powers. The PCs all possess precognitive abilities so it makes thematic sense for them to occasionally control & define significant narrative details. The rest of the time it is out of their control, thematically in line with the emergence of the conspiracy.

This isn’t to say that every game should be that way. I want to experiment more with shared narrative control and mechanisms where the ‘power’ at the table shifts during play. But that’s in the future, once I’ve finished my existing projects.

10) This is one of the questions where I am going to hold my hand up and say I don’t know if they do and that I need to do more work to learn about the issues, especially the subtler aspects that are ingrained into large parts of Western culture.

11) I’m going to cheat and shoutout to @GauntletRPG and @MoreSeatsRPG who both work towards promoting creators that have historically been (and often still are) marginalised within the community. I could highlight one person, they regularly highlight dozens.

12) I’ve got multiple answers to this based on the angle that I look at from. First and foremost – listen and learn when people tell you that something is a problem or preventing/restricting their inclusion. Secondly support and promote. This is something I can do better on, I try and back interesting games where I can but monetarily there is a limit to what I can spend. Spreading the word about them? That’s free and is something I need to do more.

As a creator I have a few approaches that I use. I try and keep my text non-gendered unless I am specifically talking about somebody whose gender has been defined. When creating characters I define stats and then randomly assign aspects such as gender/race. Then I go back and check if there is a significant imbalance – do I have a broad mix. I’m a straight, cis, white guy, it would be mentally easy to fall back on cultural defaults. Having a process prevents that and also works to redefine those mental defaults.

13) Not at present and I have no plans to do so any time soon.

14) This is another difficult one to answer. As a creator in a position of privilege, I could not tell these stories without appropriating them. That’s not for me to do, so largely I again fall back on trying to support and promoting those that do. The big thing I can do though is to try and not reinforce the issues that intersectionality deals with. I actively try and diversify characters and concepts, to go against negative stereotypes or expectations.

15) In general I aim to avoid negative ones but they’re not something I think I have actively gone out of my way to subvert.

16) Shape may be a better word here but I do most of my design thinking in bursts during my commute, so I tend a lot towards short notes, scribbled down or stuck into OneNote. That’s reflected in my material – short adventure starters rather than long texts

17) Again, I don’t have a good answer for this because, for the most part, I’ve been in a position of privilege where I haven’t had to consciously define my identity.

18) Loosely that good needs to triumph over evil/darkness but that’s very much because the adventures and games I’ve made to date tend to follow very typical storytelling conventions. There’s a situation, heroes vanquish it, the day is saved. I want to branch out more in the future. The missions I’m putting together for The Sprawl are a start because they’re ambiguous. Teams may be in conflict with monolithic amoral Corps but they’re rarely heroes, they’re professionals seeking a profit.

19) More catch up after the long weekend and once again a bit of a non-answer in that I don’t know if I have any. I’m still at that point as a creator where I’m figuring out what I enjoy exploring the most.

20) I’ve still no idea if anybody that has downloaded TowerFall, the expanded version of my @200WordRPG entry has actually played it or wants to.

21) Time management, procrastination, dedicating my spare time to just sitting and writing when I have so many other that I could be doing. You know, the usual.

22) Broadly I’m trying to listen and being open to other ideas/perspectives. I’m getting better at trying to boost other voices but still trying to find the balance between supporting and constantly spamming RTs (which I personally dislike when others do)

23) Nothing formal or direct but I feel like indirectly all the podcasts I listen to have been a massive help in driving me to reflect on my gaming and GMing.

24) Scenes. A lot of my adventures originate with a single scene. There’s the saying that ‘everybody has a book in them’ but honestly I don’t think I do. I love setting up scenes and seeing how they play out but I’m terrible at linking everything together. It’s why I write what I call adventure starters/outlines. They’re literally that, the frameworks to set up an adventure with the outlines just having more detail than the starters. How they link up? That’s down to the players & GM. Channel Surfing, my first Demon Hunters adventure outline started off with what if questions for 2 scenes – “What if the zombies started dancing to thriller mid fight” and “What if the PCs met Count von Count as he struggled with his darker self?”

25) Again, bit of a non-answer as I’ve primarily been a solo creator. There are plenty of amazing people on #rpg twitter doing a lot to discuss diversity and inclusivity and companies are starting to actively include consultants. Without having worked with any though I can’t really say who is rad or not. It’s something I’d like to change in the future but that requires the funds to do so, which I don’t have at present.

26) An easy one for once – @happyjacksrpg

27) Mostly Twitter and a couple of specific discords but it’s not something I have put a lot of effort in to date. Until I start regularly releasing material it is difficult to consistently market it.

28) My most valuable tool – my notebook. Seriously, as much as I use onenote for writing up first drafts across various devices I’d be lost without a physical notebook. I scribble down ideas, stats, concepts etc with lots of interlinking and colour coding.

29) It’s difficult to tell whether it is a new trend or down to me widening my awareness but small form games, especially in the zine format seem to be on the up. Licensed settings also seem to be on the up, primarily in the traditional games sphere.

30) If I could change one thing about the industry serious answer – Clear out the bad actors that keep bringing it down. Historically and currently there are too many within it (and in society in general). Lighthearted answer – Reduce the dominance of #DnD, there are so many other games out there and while I understand why D&D is so big I want all those new players to experience and enjoy the diverse range of games that are out there.

Forward Planning: Practice makes perfect

Alongside the research angle, my second starting point for writing Ghosts of Iron is one of practice, by which I mean immersing myself in Savage Worlds. It’s a system that I have both run and played but that I haven’t given as much screen time as others such as Cortex. As a GM I know that I can run it but I also know that, at present, when it comes to the intricate rules details I’d be reaching for the rulebook to double check edge cases.

Fortunately, I’ve got an easy solution to this – run it. My ongoing series of Monthly OneShots is a perfect way to both dive back into the fast, furious, fun of Savage Worlds and to introduce more players to the Crystal Heart setting. There are already a number of short adventures available, released to promote the Kickstarter while the fact that I am comfortable running one-off games will allow me to playtest individual elements from Ghosts of Iron before I bring them all together into the complete adventure.

The final step will be updating everything to Savage Worlds Adventure Edition, which was only kickstartered last year and which is still in production. While a pre-release is already available the finalised rules aren’t due out until later this year. For consistency, I’ll work from the Deluxe edition and then update to the latest edition that has been properly released.

So if you’re in the Liverpool area and want to get your game on keep an eye on the Sugar & Dice RPG group for my Monthly OneShot announcements.

Forward Planning: Savage Worlds One Sheet Adventures

With the successful completion of the Crystal Heart Kickstarter in December, I find myself in the fortunate position of starting 2019 with a commission to write RPG material for somebody else. The brief for the adventure was broad – something that an Agent of Syn might face, including an NPC ability or hazard to demonstrate knowledge of what makes Savage Worlds fast, furious and fun! My pitch, as presented during the Kickstarter campaign was:

ghosts

So where do I start? How do I go from a pitch to a finished adventure? I’m aiming to cover that process through a series of blog posts as I develop Ghosts of Iron.

Right now, that answer is research. While this may be my first commission there are a wealth of resources I can draw on. Firstly, there are my own adventure starters which were designed around a similar framework to One Sheet adventures – streamlined overviews that outline the adventure but require additional GM input to fully flesh out. It also helps that Pinnacle, the company behind Savage Worlds have a treasure trove of One Sheets available as free downloads from their website. I’ve begun mining that to put together a framework – what should be included, how do I highlight sections, how much detail do I give locations vs NPCs vs plot. Once I have identified those I can start to take my existing notes and begin to fit them to the page.

Secondly, there is the Crystal Heart setting itself. While the book is still in development Eran and Aviv have already showcased the world through the webcomic and accompanying page notes. Over the coming months, I’ll be going back to that repeatedly, to pick up on details that I might have missed and to ensure that my adventure embodies the spirit of the setting.

Thoughts on Marvel Heroic

Alongside my Monthly OneShots, I’ve recently finished playing in a mini-campaign of another Cortex Plus system, the short-lived Marvel Heroic RPG. While I was fortunate enough to buy it while still in print it’s a system that has languished on my shelf for some time.

Unfortunately, with the campaign over, I feel like it may return to that position for some time as overall it just did not work for me.

First up was a personal issue – I prefer shades of grey in my games. Four colour heroics just don’t sit well with my style of play. Especially when trying to be a clean-cut hero such as Captain America. It’s something that I’ve struggled with during previous superhero games and it clearly remains something I need to work on.

As for the system, well something just failed to click. To a degree, it felt over-engineered, with too many moving parts. Rolls were typically built around a base of Affiliation + Distinction + Powerset + Speciality. That’s before considering any possible boosts or variations such as Sfx. Each of those had to be considered and actively chosen, there is no default combo so each action felt slow, though I will admit that they sped up as we became more familiar with the mechanics.

My other mechanical issue was one of focus. While I understand that the superhero genre is heavily combat orientated my non-combat options felt like they were lacking. Again, I appreciate that Captain America is pretty much the archetype for ‘super-soldier’ but it still put me off when I saw that my non-combat rolls were relatively limited.

captain-america-the-winter-soldier-movie-hd-wallpaper-my-top-10-of-2014This isn’t to say that my thoughts on the system entirely negative, as there was a lot that I did enjoy. The doom pool was central to this, allowing the GM to bank dice for later use rather than having to create complications in the moment (ala Firefly). It’s definitely a mechanic that I’ll be including in my future Prime games, likely alongside the Firefly type complications for when I want to immediately challenge the party.

Second, was the ability to counter actions on a successful defence, allowing the heroes to inflict stress even when it wasn’t their turn. This really felt like it played to the genre and made the heroes feel special, as with enough plot points it is (theoretically) possible to take out a mob of low-level antagonists without even taking an action!

Finally the idea of switching out power-sets between adventures to highlight different facets of a character really appeals. Demon Hunters, which blends some Cortex concepts onto a backbone of Fate, does similar by allowing you to spend milestones to rewrite Aspects. Over the course of a campaign, I could see a character building up a repository of options to pick from. Want to focus on mysterious backstory this adventure? Simply swap in that aspect. Want to highlight your stealth? Add in the power-set you acquired during the recent downtime.

So overall, mixed thoughts. I won’t be rushing back to the system but on the other hand, I would like to play it again (or run it) to see if I can get a better feel for it.

The Aether Knight

Following some final tweaking the first character sheet template is now complete as is the first release, the Aether Knight. Rarely encountered on the mortal planes Aether Knights serve as guardians of the veil between worlds and, in their natural form, neutral in the eternal fight between Good and Evil. Unfortunately as so often is the case their purpose can be tainted by those willing to shed blood to fuel illicit magics. Dragged into the moral realms they are used as nigh unstoppable assassins and hunters, bound to a mission until it is completed or they are destroyed.

Aether Knights represent a significant challenge for Chapters even at the highest level and are designed to be employed by the DM as opponents that must be out-thought rather than out-fought. With their invulnerability to physical weaponry, high number of conditions and ability to bypass mild conditions when using their sword they are an opponent that no group should take lightly.

Next up, adjusting the template for minions and mobs.

Downlaod the Aether Knight for free from this link