Games Blog

Reviews, thoughts and options from the word of paper-and-pencil roleplaying games.

Bye-Bye Meetup.com

Meetup.com have just become a pay site, charging 18 US dollars per month to the organiser of each group.

I formed the Manchester Roleplayers group a few of months ago, which had all of three members, too few to actually meet. (Although there was one aborted attempt) I was also a member of the Marillion and Webloggers groups, which didn’t even have group organizers. I didn’t feel like volunteering while I’d failed to get my own group off the ground.

Even with the half-price discount for existing groups, paying $9 a month for a group that doesn’t actually meet sounds like a stupid waste of money. I have therefore resigned as organiser of the group. I expect 99% of other group organisers will do the same.

While I understand that any website needs a revenue stream to survive, the amount they’re trying to charge is completely ridiculous for what you get in return, and I would be surprised if even a tiny fraction of existing groups ever pay up. I think Meetup.com are now heading for the electronic graveyard.

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Mage Thoughts

The Gline is uncomfortable with Mage:The Ascention.

One of the reasons I sort of stopped playing White Wolf’s Mage is because a lot of what was being bandied about in the context of the game sounded uncomfortably close to a lot of the trash I’ve been forced to listen to from people who work very hard to undermine rational thought and a reality-based worldview.

Disclaimer: I know “it’s just a game.” I have no trouble telling the difference between reality and fiction. The reason for my discomfiture has nothing to do with that. It’s akin to — if this makes any sense — a black man playing a member of the KKK in an RPG. And not just playing him, but PLAYING him — having the character engage in lynchings, manhunts, spewing racist epithets, etc. I can’t think of a single person of sober mind who wouldn’t find that dismaying after a while, especially when you yourself embody a big part of the target of such hatred.

I don’t think the Mage situation is anywhere nearly as bad, but that’s what it feels like. If I’m RPing for fun, the last thing I want to do is subject myself to something that makes me squirm for very deep-rooted reasons.

I recognise there are many religious gamers who get squicked out by games that fold, spindle and mutilate the founding myths of major world religions. I’m uncomfortable with the one or two games that protray Christianity in a very negative light, and I know people who won’t play any games that include real-world religions at all. But it surprises me to see an athiest rationalist get the same feelings.

Saying that I can see where the The Gline is coming from. He goes on to mention how he keeps running into the sort of irrationalist claptrap pilloried in Francis Wheen’s How Mumbo Jumbo Conquered The World, and a lot of that does sound suspiciously like the in-game worldview of Mage:The Ascention. Sometimes I wonder if the libertoids who are in denial about environmental phenomena such as global warming have played too much Mage.

I haven’t actually read or played the original WW version of Mage; I have the less pretentiously-written GURPS version, and have played the Renaissance-era ‘prequel’ Sorceror’s Crusade a couple of times. So I don’t know how much the worldview inside the game reflects the real-life beliefs of the designers.

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Gypsycon VII

Easter weekend saw the seventh Gypsycon. More than a dozen people, most of whom are connected in some way to the Dreamlyrics community descended on the remote Cambridgeshire village of Pidley for four days of solid gaming.

On Friday, in a departure from the usual format, we played aone big freeform game with sixteen people, based on an Ars Magica tribunal. Every character has their own agendas and secrets; my agenda simply being to avoid being executed for my alleged crimes. The game culminated in a in-character formal banquet, in which many of the secrets came out. The whole thing worked very well, and I’m sure we’ll see something similar next year.

Saturday was Vampire:The Requiem, run by Steve “Abaddon” Morley. I’m not a big fan of Goth:The Angst games, but this one was a lot of fun. Set in York (the original one!), it started off with investigating mysterious symbols painted on the floor of a hotel room, but got more complex when we realised the Prince was not what he seemed. The game ran until 3:30am, on the day the clocks went forward an hour! At the same time, the other group were playing the new edition of Ars Magica, and were still in character generation at 7pm!

Sunday was Mage:Sorcerer’s Crusade, run by Mark “L’Ange” Baker. This was the game I’d signed up for at Stabcon in January, but had failed to attract enough players at that event. The game was a sequel to the game that I’d played at last summer’s Stabcon and others had played at an earlier Gypsycon, set in L’Ange’s extremely (if not obsessively)well-detailed Northumbrian village, at which the player characters are setting up a university, a sort of renaissance Hogwarts. We began with an investigation of the gruesome murder of a party of a dozen or so monks on the Great North Road, which soon uncovered supernatural elements, then got sidetracked following many of the villages subplots, including ghosts, and outbreaks of a disease we weren’t allowed to use our 21st century knowledge to cure. Finally we had to deal with a ferocious magical attack on our premises. Let’s just not mention the succubus….

On Monday it was my turn to GM, with a scenario in my own Kalyr world, with the PCs as an team from the Academy of Knowledge, investigating illicit goings-on at a rival guild. I’d originally written it to play last year’s Gypsycon, but unfortunately I didn’t get to run it because some players had to drop out. I had GMed it at last July’s Stabcon using Fudge; this time I ran things using 4th Edition GURPS. Apart from one mistake in combat initiative, the game ran reasonably well; the players seemed to enjoy it. I’m not sure whether I’ll run future games in this setting using GURPS or Fudge; the rules-light nature of Fudge is a closer match to my GMing style, but GURPS seems the more popular system with most players.

As ever, a great time has had by all. Attendance was slightly down on last year, although we were blessed by a special American guest. Roll on Gypsycon VIII!

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4th Edition Compliant!

I’ve just finished the player characters for the game I’m scheduled to be running at Gypsycon at Easter. I already had the pregenerated GURPS characters, since I wrote this adventure for last year con, but due to illness (not mine, one of the players), I didn’t get to run it.

But now Steve Jackson Games have gone and released a new version of the GURPS rules. Since the new rules are a big improvement in a number of areas, I plan to use the new 4th ed. rules. Hence I needed some conversion work. The exercise also helped me get to grips with some of the rule changes.

It also demonstrates that point values are not the same between the editions. The original characters were all 125 points, but on a straight conversion, they varied from 135 points (the combat grunt) to 230 (the psi). The other three came out between 160 and 180, so I fixed the point value at 175 and adjusted them accordingly. This means Frenn the combat specialist is now a lot tougher, and Isana the psi has gained some additional disadvantages, including Motion Sickness. I realise that that would have been fun in the adventure I played with those characters two years ago.

I’m looking forward to running this; it will be the first time I’ve GMed anything for something like nine months.

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Review: GURPS Infinite Worlds

I’m a big fan of alternate histories. The two GURPS Alternate Earths books published a few years back for the old 3rd Edition of GURPS are among my all-time favourite RPG sourcebooks. Still, it rather surprised me when I first heard that Steve Jackson Games had chosen to make this meta-setting the core background for the fourth edition of GURPS 4th Edition of the Generic Universal Roleplaying System. Although the previous AH books were superb pieces of work, Alternative History and Time Travel games have never been hugely successful commercially.

Genius conspiracy theory expert Ken Hite took on the task of taking the existing hard-SF Alt-History of Alternate Earths and adding some of his trademark ‘high weirdness’. Hints over the internet in the preceding months promised the addition of sinister occult conspiracies and terrifying extradimensional Things Mad Was Not Meant To Know (think Lovecraft minus the seafood) and just about everything else. This would give us a game setting which encompasses swashbuckling adventure, hard science fiction, high fantasy or dark horror, or all of these at once.

In the hands of a lesser author, there’s a grave danger than it would turn into a cheesy Abbott and Costello style monster mash. But has Infinite Worlds managed to avoid that fate?

Chapter One, Infinity Unlimited describes the world called Homeline, a world not unlike our own, but a world where a physicist named Paul van Zandt discovered the means of travelling between worlds, and ultimately founded the Infinity Unlimited, a corporation chartered by the United Nations to explore these alternative worlds.

The bulk of the chapter is given over to the Infinity Patrol, a likely employer of player characters. They’re described as a supranational paramilitary agency, under Infinity’s control, dedicated to protecting Homeline, ‘The Secret’, Infinity itself, and the unknowing innocents of other worlds, in roughly that order. ‘The Secret’ is the knowledge of parachronic travel, which must never be revealed to the inhabitants of other timelines! The chapter describes the mission and goals of the Infinity Patrol, their structure, technologies, and something of the physics of dimensional travel. As well as the Patrol, there are other timeline-hopping outfits licenced by Infinity, from the interdimensional White Star Trading, who actually provide Infinity with much of their revenue, Time Tours, who send parties of tourists to relatively ‘safe’ timelines, and the interworld mercenary company Alternative Outcomes.

Chapter Two, Enemies Everywhen describes the principal villains of the setting. It starts with two parallel worldlines that have discovered the secret of parachronic travel.

First is the technocratic and vaguely communistic Centrum, seemingly intent on taking over every parallel world they can get hold of. Their parachronic technology works on similar principles to those of Infinity, albeit with subtle differences. Centrum are not completely evil, but they are totally ruthless and believe the end justifies the means. They tend to operate in the shadows, taking over existing power structures from within rather than using brute force. For a shades-of-grey cloak-and-dagger style of game, they make a worthy adversary for the Infinity Patrol. It’s even possible to make Centrum the good guys, with a darker version of Homeline becoming the villains.

For a far nastier enemy, there’s Nazi-dominated Reich-5. A world where the axis powers won World War II fifty years ago, and an aggressive high-tech Germany and Japan now rule the entire globe, they’ve gained access to a limited number of other worldlines with the aid of Aryan occult mysticism and some psionic bio-tech that’s unpleasant enough to warrant being called black magic. Now they’re slowly spreading their reign of terror across other worlds. Unlike Centrum, they don’t go for subtlety when brute force will do the job, and have no qualms over unleashing high-tech firepower on the inhabitants of primitive worlds. The only thing slowing them down is that their form of dimensional travel won’t let them move a great deal of heavy equipment from world to world, so their offworld stormtroopers tend to be relatively lightly armed and equipped. They’re the foe for games when you want an old-fashioned morally unambiguous Good versus Evil slugfest.

Then there’s The Cabal, a world-spanning alliance of enigmatic entities such as immortal sorcerors, vampires and other assorted supernatural beings. The Cabal make an opponent for a game focussing more on horror or dark fantasy. Finally Homeline has villains of it’s own, from corrupt corporations to organised crime syndicates extending their tentacles beyond one Earth.

And I haven’t even mentioned the parachronozoids or the reality quakes yet.

Next, Present at the Creation is a toolbox for creating your own parallel worlds. It gives a lot of advice on creating plausible histories. First it describes the various kinds of infinite worlds; from Echoes (copies of homeline at an earlier point in time), close parallels (like Homeline but with a few minor social or cultural changes), further parallels (with major changes in history), high inertia parallels (changes in history centuries or millennia ago, but which still retain recognisable cultures), and myth parallels (those that resemble mythologies, or even popular fantasy fictions). I personally find the last of those rather silly, and won’t use them in any Infinite World games I ever run! Your mileage my vary, of course.

It contains a random world generation system, in which you roll in turn on tables determining technology, number and type of major civilisations, and the government structures of each. To test this, I came up with a world of modern-day technology, dominated by a caste-based West African empire, and a bipolar Japanese/Chinese civilisation, comprised of a dictatorship and an oligarchy.

Worlds Enough gives a couple of dozen ready made parallel worlds; each described in a couple of pages. Many of these are old favourites from the two Alternate Earth books. Examples are the improbably Aztec-dominated Ezcalli, the steam-powered Roman Empire of Roma Aeterna, the futuristic high-tech Moslem-dominated Caliph where the industrial revolution took place in 10th-century Arabia. These brief descriptions don’t replace the two AE books, to which GMs wanting further information are referred. Alongside these we have plenty of all-new worlds, including Bonaparte-1, the post-Napoleonic cyberpunk one I remember Ken Hite discussing at Gen Con UK a few years back.

Slowly drained and ossified, the French Empire has become a globe-spanning banana republic. The secret police is in bed with the Union Corse, the computer network links to nothing but government propaganda and posturing student movements, and the maglev trains never run on time

Chapter Five covers the related genre of time travel rather than dimension-hopping. It’s made up largely of material reprinted from GURPS Time Travel, and feels somewhat out-of-place in the book since nothing much in this chapter can really be used in a game focussing on Centrum vs. Infinity vs. Reich 5. (The boxed text “Infinite can of worms” states this explicitly!) I feel the 19 pages it takes up would better have been spent on some additional timelines or dimension-hopping enemies.

Chapter six, Infinite Characters unsurprisingly covers character generation, with some notes on the use of skills and abilities, and a whole load of GURPS Character templates. These templates cover likely PCs, such as I-cops, White Star Traders and Alternative Outcomes mercenaries, along with some stock villains such as Centrum Agents and Reich-5 Raven Division stormtroopers. This is something I’d really like to have seen in the original GURPS Time Travel.

Chapter Seven covers campaigns, and gives a lot of useful advice to running dimension-hopping games, with notes on power levels, campaign modes and genres.

Chapter Eight is a bit like chapter five; again it’s material reprinted from Time Travel, and covers three alternative campaign frames; the psionic time travelling “Order of the Hourglass”, the gentleman’s club-cum-dimensional nexus “The Horatio Club”, and the SF time travel setting “The Time Corps”. The Time Corps is a good time-travel setting, but again it’s pretty much useless for the cross-parallel setting that takes up the rest of the book.

Finally, like all good GURPS books, there’s several pages of bibliography.

Overall, this is great piece of work which doesn’t disappoint. Not quite perfect; the time travel stuff feels tacked on and should have been saved for another book. But the good bits more than make up this; It’s good to see Infinity fleshed out, the extra alternate worlds are well thought-out, and the timeline building system is an excellent game-within-a-game. Infinite Adventures await!

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Winter Stabcon, 2005

This is the first time I’ve managed to make it to the Winter Stabcon; usually the date clashes with the Maidenhead and Marlow Model Railway clubs annual show. While the summer event is still held in the traditional venue of Woolton Hall, the winter convention now takes place at the Britannia Hotel in Stockport.

Because it’s quite close to my current home, I decided it would be a cheaper option to travel in each day, since the taxi fare home late at night worked out rather less than cost of a hotel room. Unfortunately the hassle of getting there in the morning, especially when trains run late or the Sunday rail replacement buses turn out to be at inconvenient times made me wonder if I’d really made the right choice.

It’s always advertised as a ‘small friendly convention’, which probably explains why I did very little actual gaming on the Friday night, spending the time chatting and drinking beer. Unlike the summer event, we didn’t manage to drink the bar dry by the end of the con, although we did finish off all the bottled real ale by the end of Saturday! As is usual for events like this, I met up with a few old friends such as Sasha, L’Ange and Toni.

Stabcon is really a boardgame convention with a minority of roleplayers; of the 150 or so attendees, the majority spent the weekend playing complicated boardgames with thousands of pieces that lasted for 14 hours.

In the end I only played two RPGS. On the Saturday I played in Kev’s Call of Cthulhu game set on Mars during the early days of colonisation. On Sunday I played in the GURPS Discworld epic GMed by Phil Masters, in which the beer tasted of herring, and I played the axe-wielding barbarian Volf Volfssonssonsson, and no cliché was left unturned. I’ll avoid spoilers just in case anyone encounters either scenario at future cons, but I will mention Volf’s drunken Viking sea shanties, and his attempts at fishing for freshwater herring.

The third game I’d signed up for sadly failed to attract a sufficient number of players, so I ended up joining a game of Munchkin Bites instead, the latest of Steve Jackson Games Munchkin games. This one mercilessly parodies both White Wolf Games and Goth subculture in general. The game ended as a three-way tie with three players all at ninth level, because it was getting late and most of the players wanted to go to bed. I also played in a game of Credo, the game based on the Great Council of Nicea, in which the players represent different factions of the early church attempting to hammer out a Creed. Ours started with “We believe in many gods, including…”, although it went mostly orthodox after that. There were quite a few shorter games, most bizarre of which had to be the Mornington Cresent-like game played of Friday night with assorted dice, empty beer glasses, pencils, bits of paper and empty milk containers.

I’ve already signed up for the Summer Stabcon, on 8th to 10th of July at the traditional summer venue at Woolton Hall in Manchester.

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The Phoenyx Fantasy Lexicon Game

There’s a new Lexicon Game starting at The Phoenyx. The first one never really got off the ground after failing to attract a critical mass of players. Hopefully this one might prove more successful, especially since those players from the first time round have learned some lessons about how the game should be played.

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Monday Mashup: Star Trek

Time for a Monday Mashup. This is an old one from more than a year ago: Star Trek. That’s the original show with Kirk, Spock and McCoy, when the Klingons were bad guys, and phasers were set to kill. Seek out new civilisations, and boldly leave no infinitive unsplit!

To recap what Monday Mashup is about:

Every Monday, I pick a piece of popular media — a book, a movie, a TV show, or even an album. You pick a roleplaying world and talk about how you’d combine the two.

Star Trek would work quite well in my current science-fantasy campaign world, Kalyr. For the games I’ve run, all the action has taken place in an area roughly the size of western Europe. Everything beyond this small region is unknown territory.

A bit of background. Kalyr is a post-collapse world. Once, there was a world-spanning advanced technological civilisation. A couple of thousand years ago, it collapsed into chaos after war and plague. Only a few pockets of civilisation survived, isolated from each other. The largest of these is the area in which all my games are set. It’s culture has become conservative and inward looking, and coupled with a very low birthrate, they had no interest in exploring the rest of the world.

Until now.

It would be a spoiler for my ongoing game to say exactly who might sponsor the expedition or why. But the craft will be a massive airship, not just because the idea is cooler than an seagoing craft, but because it will be able to reach inland destinations. The instructions are simple. Travel the globe, find out who or what is out there, and report back.

What will they find? Just about anything. For a start, there will be other surviving pockets of civilisation, some reverted to primitive hunter/gatherer communities, others perhaps retaining more advanced ‘lost’ technology. Then there will be ruins, lost secrets of those communities that died out. What treasures might those ruins contain? Nearer to the borders of civilisation there will be more recent settlements, founded by runaway slaves. And finally, other stranger creatures who have settled remote areas and claimed it for their own. Many of these may well be hostile, and some might have access to technology more advanced than that of the PCs.

And the Klingons? Lets just say big orange furry things.

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Monday Mashup: This is Spinal Tap

I haven’t participated in the Monday Mashup very much, but last week’s was based on one of my all-time favourite films, This Is Spinal Tap

To recap what Monday Mashup is about:

Every Monday, I pick a piece of popular media — a book, a movie, a TV show, or even an album. You pick a roleplaying world and talk about how you’d combine the two. Post on your blog or LiveJournal, and stick a pointer to your post in the comments here; if you don’t have a blog, then go ahead and abuse my comments section for your own pleasure.

There are two big themes in This is Spïnal Tap. The first is a band in decline, playing a style that’s gone out of fashion, and falling apart in the process. The second is a parody of every cliché in the book.

So let’s take a party of angst-ridden and stereotypically pretentious Vampire the Masquerade characters, and drop them into the first level a 3rd edition D&D dungeon. So they try and indulge in undead social climbing, when what they end up having to do is kill kobolds and take their stuff. Just like the film, it should end up in inter-party bickering.

If you want to really send things up, use a barely playable homebrew game system that parodies all the unplayable or pretentious game mechanics that were fashionable in the 1990s. Rename every commonly recognised game term, including ‘character’ and ‘player’. Use an impenetrably baroque die mechanic where character’s skill level has no bearing whatsoever on the chance of success. Make sure that the chance of a critical failure increases dramatically the higher the skill (like 1st edition VtM, but turned up to eleven). As well as several different types of dice, use playing cards, Tarot cards, poker chips and two full sets of chess pieces in ways that don’t really make any sense. And finally, credit the system to “S Gareth Wick”, an egotistical game designer notorious for flamewars on internet forums.

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RPG meme bandwagon

More RPG Memes! This one’s all over the RPG corner of the Blogosphere; I think I saw it first on Carl Cravens’ Journal. It comes from Matt Snyder, called the RPG Meme Bandwagon. It takes the form of 15 questions:

1. What is the first RPG you ever played?

D&D basic set. I actually GMed before I ever played.

2. What RPG do you currently play most often?

Over the past couple of years, I’ve played quite a bit of Fudge, GURPS, Storyteller, Castle Falkenstein, Hero Quest and Call of Cthulhu.

3. What is the best system you’ve played?

GURPS, provided you don’t use all the advanced combat rules. Fudge is a very close second, though.

4. What is the best system you’ve run?

Fudge. The fast-and-loose approach is a good match for my GM style

5. Would you consider yourself an: Elitist/ Min-Maxer/ Rules Lawyer?

Elitist, on the grounds I’m not one of the other two.

6. If you could recommend a new RPG which would you recommend? Why?

If you’ve got fifty quid burning a hole in your pocket, want plenty of crunchy rules and glossy presentation, go for GURPS 4th Edition. If you want something much more rules-light and wallet-light, try FATE, a ‘build’ of Fudge.

7. How often do you play?

Face to face gaming, only about three or four times a year at conventions. Online PBeM and PBmB gaming is a little more frequent.

8. What sort of characters do you play? Leader? Follower? Comic Relief? Roll-Player/ Role-Player?

Tend to be a follower rather than a leader. Sometimes I seem to play so many technicians with no social skills I worry about being typecast.

9. What is your favourite Genre for RPGs?

Anything with atmosphere and depth. I like realistic SF or ‘low fantasy’ where a rich setting gives context to the characters and adventures. Also horror under a GM good enough to build an atmosphere of terror.

10. What Genres have you played in?

Just about everything apart from supers. That genre just doesn’t appeal to me.

11. Do you prefer to play or GM? Do you do both?

Both. Given the choice, I prefer to GM, although I wouldn’t want to GM more than one game in a weekend-long convention.

12. Do you like religion in your games?

I’m into worldbuilding in a big way, and belief systems are an important part of any properly-developed world. I’m cautious when it comes to incorporating real-world religions into games with significant supernatural elements.

13. Do you have taboo subjects in your games or is everything “fair game”?

I don’t really like explicit sexual content in games, or really gross splatter-type violence. I’m also cautious with religious themes involving real-world religions.

14. Have you developed your own RPG before?

Not really, I’ve done some rules-tinkering in my time, but I’d rather spend my time building worlds than fiddling with game mechanics.

15. Have you ever been published in the Gaming Industry? If so…what?

No, unless you count writing a review on RPG.NET.

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