Showing posts with label Cold Steel Wardens. Show all posts
Showing posts with label Cold Steel Wardens. Show all posts

Monday, June 30, 2014

The Warlock's (Double) Review: Zombicide and Ghost Stories

I've made no bones about the fact that, because of my work on demoing Cold Steel Wardens, my time at gaming conventions has significantly changed.  At the big shows like GenCon and Origins, I really have to budget my time, making sure to have enough time for travel, food, a bit of play-time and time to troll the dealer halls.  Given that, my time in the dealer halls has become much more focused:  I'll actively hunt down deals on the items that I'm looking for, rather than simply wander around aimlessly and see what I stumble upon.

This time around at Origins, I had two items in my sights, both of them cooperative board games in very different millieus:  Ghost Stories by Repos Productions (distributed by Asmodee), and Zombicide by Cool Mini or Not.  While I only found Ghost Stories at Origins, the PlatinumChick was kind enough to pick me up a copy of Zombicide for my birthday, so we spent the past Saturday giving a run through each!

Ghost Stories

Ghost Stories takes on an area of mythology that I'll readily admit, I'm not particularly familiar with.  In Ghost Stories, players take on the role of Taoist kung-fu monks, defending a tiny village from an onslaught of ghosts, brought forth by Wu-Feng, lord of the Chinese Hells.  And, when the game's in full swing?  There are a ton of ghosts invading that tiny little village!  At times, the feeling of hopelessness and dread is palpable around the table while the ghosts are marching in, haunting village tiles and slowly eroding your defenses.

Ghost Stories
Created by Antoine Bauza (Repos Productions)
Distributed by Asmodee.
Gameplay proceeds in two phases:  a Yin phase, where ghosts enter the board, use their special abilities, and attempt to haunt village tiles, and a Yang phase, where the monks can move, exorcise ghosts, or utilize the special abilities of the native villagers.  It's an easy game to lose, truth be told:  if the monks are reduced to 0 Qi, if three of the nine village tiles are haunted, or if the deck of ghosts runs out, the players lose!  Only by confronting Wu-Feng's avatar and defeating him before the ghost deck runs out can the monks save the day!

Luckily, the monks aren't chumps at defeating ghosts.  Each monk has its own special abilities, providing an edge against Wu-Feng's army.  The red monk, for instance, is the master of movement:  he can either grant extra movement to other monks or (as an alternate ability; you don't get both!) teleport anywhere in the village as needed.  The green monk is best at manipulating dice and can potentially outright ignore the dreaded "curse" die, which certain ghosts inflict when being exorcised.  Further, each village tile has its own unique abilities, which the monks can use instead of directly exorcising a ghost.  The Sorcerer's Hut can instantly kill any ghost on the board...if the monk is willing to sacrifice the Qi for it.  The Night Watchmen's Beat pushes back "haunter" ghosts, buying the monks a little extra time before losing some precious ground.

The components for Ghost Stories aren't much to speak of--the minis that are present are fairly nice, particularly the "haunter" miniatures, which appear as creepy, lurching robed figures, advancing on the village.  The art, however, screams theme at maximum volume.  Each ghost is lavishly illustrated with horrific details, and even mechanically identical ghosts have unique art on each card.  It's a great detail that significantly improves the game quality.  I will admit, the copy that I purchased at Origins did not come with all of its complete components, though a quick email to Asmodee had the missing tiles in my hands within a week--definitely points in their favor!

Overall, Ghost Stories is a great, if punishingly hard, game that really tests your ability to work cooperatively around the table.  At times, Ghost Stories almost feels puzzle-y, with the group trying to figure out, "Okay, we can't give up that tile, but we lose it on Green's turn.  Red, can you move Blue over to the Pavilion of Heavenly Winds, so that he can attack and use the tile to move Yellow into position to take on Green's ghost?"  That's some intense gameplay, but the puzzle nature takes you out of the kung-fu theme of the game a little bit.  However, the art puts you right back into the fray very quickly and the game itself is fabulously fun.  If there's one true knock I have against Ghost Stories, it's that it only hosts a maximum of 4 players.  With our game table usually filling up to 7 or 8, 4 just doesn't cut it!  Aside from that, though?  Give it a run--Ghost Stories is a blast!

Zombicide

Okay, so this one's not quite fair.  I've actually played Zombicide before, at one of the Wittenberg Game Nights.  But, having received my own copy, it's quite a bit easier to review!

Zombicide
Created by Cool Mini or Not
Zombicide is probably *the* minis-based, tactical zombie-apocalypse board game.  Let's get that out of the way at the start.  Produced by Cool Mini or Not, Zombicide is full of great components:  fantastic tiles, thematic (and not overly gory) art, and absolutely spectacular miniatures.  The zombies aren't just carbon copy clones of one mold; rather, there are numerous zombies in various poses, genders, and clothing.  From a sheer component point, this game justifies its hefty price point.

But as a game?  It's still fairly solid.  Survivors walk that balance between feeling like epic heroes (mowing down droves of zombies with a chainsaw is not only possible in this game, but encouraged!), but are simultaneously fragile, only able to absorb two wounds before succumbing to the zombie hordes.  Melee weapons seem to have a slight edge over ranged weapons in the base game, though they come with the disadvantage of having to actually get close to the zombies!  Further, the game has an in-built mechanic that escalates the zombie threat as the survivors gain experience.

Zombicide does have few odd rules that just don't seem to make sense in the context of the game.  Cars, for instance, provide no actual cover or protection against zombies.  Further, while they're typically a welcome sight--allowing a driver to run down numerous zombies in but a single action--cars are almost a bit too common.  The scenario we played had four, just sitting in the street!  In addition, there's no way to shoot zombies that lurk in the same square as another survivor.  Unless you have the "Scoped Rifle"--an item that you have to actually assemble during the course of the game from a "Scope" card and a "Rifle" card--any shot into a mixed area automatically targets survivors first!  That's a fiddly rule that really tears down the fun of the game and doesn't make sense, outside of giving melee weapons another edge (you can choose your targets with melee weapons).

That said, there's a ton of replay value to be had in Zombicide.  In addition to the numerous scenarios in the rulebook (and the possibility of entirely random scenarios, based on simply throwing down tiles and the like), there are a plethora of free missions and promo survivors ready to be printed on the Zombicide website.  Further, Zombicide already has two major expansions out, centered on a mall (echoing Romero's Night of the Living Dead movies) and a prison (echoing The Walking Dead).  A fourth expansion is actually being Kickstarted right now, centering on player-vs-player combat within a ruined hospital.  I'm on the fence about this expansion--the prior two instituted zombies that felt "cheat-y", such as ones that were just outright immune to melee or ranged attacks--though this one does have some appeal.

With a few house rules and mechanical tweaks, Zombicide is absolutely the best, most thematic, most tactical zombie miniatures game on the market today.  That said, it does need those few tweaks for playability, and a would-be collector should be well aware of power creep (both on the survivor and zombie sides) as the expansions go on.  But, the replay value alone should keep you mowing down the hordes for months to come.

Tuesday, June 17, 2014

The Warlock's Origins 2014 Recap!

Sweet zombie Gandhi, readers; it's been a while!  Real life has, as you might imagine, prevented me from keeping up with my weekly blogging.  However, having just made it back from this year's Origins Game Fair, it's high time to toss another entry into the pot!  So, without further a-do, here's a look back at this year's show!

Firstly, HUGE news!  After some delay, Cold Steel Wardens: Roleplaying in the Iron Age is finally on sale!  The PDF went live on the Chronicle City web-store the Tuesday before Origins, just in time for all those lovely gamers to get their hands on a copy of my first game.  Let me tell you, this has been a long time coming, and I'm still somewhat in shock that I'm a "real" published game designer.

The con itself was an absolute whirlwind for me this year.  Between the PlatinumChick and myself, we ran 52 hours of CSW.  For me, it was literally a full-time job for the week:  8 hours of games a day!  On the plus side, these games were a great mix of previous CSW players, some long-distance friends, and new players to the system.  Nearly every one of the WittGuild's games went off, with Friday and Saturday filling up the Union room we were in!

That said, I did manage to sneak away in the mornings for a while to get in some non-CSW gaming.  I threw down some ICONS on Thursday morning, a Venture Brothers-themed Paranoia game on Friday, a Cartoon Action Hour version of He-Man and the Masters of the Universe on Saturday, and a Justice League themed game using Mutants and Masterminds on Sunday before shipping out.  Also, I was sure to keep my evenings free to indulge in some of the great food found in Columbus' Short North neighborhood.

The ICONS game was an utter blast.  The first in a three part JSA storyline, the game ran quick around the table, even with 8 players sporting characters.  The GM was clearly enthusiastic about both the system and the source material, pulling out some fantastic villains to counter our Golden Age heroes.  On an awesome note, ICONS author Steve Kenson had offered the GM some prize support; a really stand-up gesture on his part!

Unfortunately, I can't really say the same about the M&M game.  The scenario felt poorly written, with little investigation or even interaction with NPCs.  We simply drifted from fight scene to fight scene with some nonsensical narration in between.  In one instance, we ended a fight scene by watching a huge portal open, only to return to play having been captured aboard a Thanagarian starship.  Worse, the GM insisted on splitting the table into separate groups for three of those four scenes, running one side's combat, completing that combat, then starting the other.  I literally spent over an hour and twenty minutes at the table before even finding out where my character (Green Lantern John Stewart) was!  While the table banter was great between the players, the scenario itself was dismal and the game definitely suffered from the typical problems with M&M:  overly complex characters with inflated (and incorrect!) numbers that don't really represent the idiom well.

However, the He-Man game more than made up for that disappointment.  Full of absolute fans of the iconic 1983 series, the game began with the classic theme song and didn't let off the gas for a moment.  While the scenario was simple, it perfectly fit in with the plotlines of the old show, while showing off the new rules for CAH splendidly.  Our game came complete with commercial breaks, breakfast cereal (it was Saturday morning after all!), and even a post-show moral delivered by yours truly!

Y'know, after coming to Origins for 7 consecutive years, you'd figure that I'd be an old hat at this thing, but really?  I find myself learning new things all the time...

  • The Happy Greek in the Short North?  Absolutely fantastic.  Even better?  It was utterly deserted on a Thursday night and our table of 8 was seated immediately.  Can't beat it with a gyro stick!
  • Speaking of food, I'm giving up on Flavors of India at North Market.  The last two times I've been there, the curry's been watery and lacking flavor.  So many better options are right there!
  • Wow, am I ever glad that we arrive on Tuesday evening.  Being able to pick up our badges the evening before the show starts really frees you up!  Those lines are hateful!
  • Best way to start the convention?  A free breakfast and a morning soak in the Drury hot tub. 
  • I think I'm done with Paranoia.  While I always have a good time playing it--and did this time, too!  Our GM was fantastic and the sheer idea of combining The Venture Brothers with Paranoia is mind-blowingly hilarious--Paranoia tends to play very 'samey' to me:  get mission, begin wacky hijinks, get terminated over and over.  It's just a touch repetitive for my taste.  Maybe I'll come back to it after a while.
  • Same thing with Mutants and Masterminds.  I'm not sure why it gets the acclaim it does, outside of being a huge part of the d20 boom.  While I love Steve Kenson as a designer, ICONS is such a superior game to M&M:  it's easier to GM, play, and generate characters in.  There are just other, better systems I'd rather play than Mutants and Masterminds.
  • Next year?  No occult themes in the CSW games.  Not that they're bad, really--CSW does low-level occult mystery games beautifully--but I want to be able to show off a new kind of scenario.  The gangs and crime families are so integral to New Corinth, it's high time I show them the spotlight.
  • Also?  No more 2 hour demos.  They don't fill out enough to justify running them.  The four hour games fill better.
  • For that matter, the Chew games didn't fill.  Very sad, considering how awesome the comic is!
  • I have no idea how I managed to stay awake during this year's Origins.  Literally every day from Wednesday on, I was awake at 7am or earlier, running game from 1pm till 11pm, then hitting the bar until at least 2am.  In the words of Lieutenant Murtaugh...
  • A tablet makes running game *so* much easier.  Great investment on my part.
  • Forgetting your camera sucks.  Obviously, no pics this year!
  • Always check a used game before buying it!  I picked up a copy of Ghost Stories on the cheap, having been told by the booth staff that he had "just checked it" an hour or two prior for another customer.  However, upon opening the game at home and popping out the tokens, I found that I was missing three vital pieces!  Hopefully my email to the creators will remedy the situation.
All in all?  I love Origins...can't wait till next year!

Friday, January 31, 2014

In Which The Warlock Updates...


No, friends and neighbors, I haven't totally discontinued this blog.  Obviously, entries are somewhat slow to come by in recent weeks, but I owe you an update at the very least.

In the past month, I've actually found some gainful employment, if not quite what I'd like to be doing:  I'm currently in training with Kaplan to become an SAT/ACT prep coach.  It's on a part-time basis, which isn't ideal, but coupled with my regular freelancing gigs and my (hopefully soon incoming) profits from Cold Steel Wardens, I'll be able to continue searching for a full-time position.

Speaking of CSW, we've hit another delay--this time, on the publication end.  Ideally, we'll head to press before the end of February and the PDF will be on sale before that.

I am, however, still intending on representing Blackfall Press on the convention circuit.  I've been hard at work on a new series of adventures, including ones based on DC Comics' Birds of Prey and Image Comics' Chew.  Ideally, I'll have my 2014 convention schedule up within the next few days.

Hopefully, I will have a few more entries as I get back into the swing of things and back into a 'normal-ish' routine.  Thanks again for your patience!

Sunday, November 03, 2013

30 Days of GameMastering--Day 30!

And this is it!  Our final entry in Lindevi's "30 Days of GameMastering" challenge!  One last charge unto the breach, my friends!

How do we grow the hobby?

Seriously?!  How is there not an RPG of this yet?!
We live in a golden age of geekery.  The Marvel cinematic universe has brought together some of the classic comic-book icons together in a cohesive internal mythology.  Comic book movies are now among the most anticipated films each year.  The Walking Dead has become an international sensation, breaking records with each new season.  A local Halloween attraction just south of Dayton now features a "Zombie Sniper Patrol" where you can live out your wildest zombie apocalypse fantasies, to say nothing of 10K runs that have turned into zombie-survival runs.  San Diego ComicCon has become the new Mecca for all things pop-culture.

It's easier nowadays to be published than anytime in history.  Anyone with an internet connection can start a blog or put together an e-book for publication online.  Digital correspondence allows artists, designers, writers, and publishers to collaborate and create product from anywhere in the globe.  For Cold Steel Wardens?  My mapmaker is from Germany.  My publisher is British.  My artists and editors come from all over the United States.

The frustrating thing on my end right now?  For as easy as it is to be published, for as high as the general public is on nerd-culture, the role-playing games market just doesn't seem to capitalize on what's popular.  While there is a new edition of Mutants and Masterminds corresponding directly to DC universe comics characters, there was no crossover with the recent Batman or Superman movies.  There's still no true Walking Dead RPG (which I'd love to write, if I got that license).  There are so many opportunities to capitalize on already-existing properties to usher in new players that it consistently astounds me that there aren't more RPG players and that those opportunities lie fallow.

For now?  The best thing we can do is keep pushing.  Keep spreading tendrils out there amongst the 'norms' and keep one mantra in mind:  "Oh, you like comics?  How would you like to play as a superhero?  Like zombies?  How about we run a zombie-apocalypse scenario?  I've got some dice you can borrow..."

Saturday, November 02, 2013

30 Days of GameMastering--Day 29!

Just two more entries to go in Lindevi's "30 Days of GameMastering" challenge!  Let's dive right in!

Teaching the game:  how do you sell players on the system while running a demo or convention game?

While I don't run games online, I do run them at conventions, as you followers of this blog well know.   Even before starting Cold Steel Wardens, I demoed WEGS and Pittsburgh 68, to say nothing of my numerous convention games at Origins and the many local conventions here in the Miami Valley.

Everyone has a different schtick!
Keep your PCs unique!
Firstly, I make sure to play up the major themes and archetypes in any game that I'm running.  This helps provide your players a jumping-off point, as well as helps them to understand the setting better.  For CSW, my pre-generated characters all echo already-existing comics characters and I describe them as such.  Dusk, for instance, is an unabashed pastiche of Nightwing, while Veritas is a slightly less psychotic Rorschach.   In my Deadlands one-shots, I included very archetypal Old West characters:  a big-game hunter, a riverboat gambler, a 'lady of the night', and an Indian ambassador.

However, this emphasis shouldn't just extend to your pre-generated PCs.  Rather, you should ensure that your adventure itself emphasizes the core themes of the setting.  One of my most successful convention games--the Deadlands one-shot included over in my free gaming materials:  "Westbound on the San Juan Express"--played this angle up with emphasis.  "Westbound..." emphasized the alternate history angle of the setting, as the PCs were hired to escort Samuel Clemens to Denver to deliver a speech, but also touched on the occult/horror theme, as the game also featured a mysterious Harrowed and a batch of walkin' dead, hidden away in the cargo cars.

I also try to ensure that PCs all have interesting, unique things to do and don't step on one another's toes.  In my "Reno Six-Pack" of Hell on Earth adventurers, I do include three 'spellcasters', but all three use different powers:  the Templar focuses on healing and self-buff powers, the Doomsayer blasts things with radioactive energy, and the Junker has Tesla-based gadgetry.  Even though the mechanics of their spellcasting is nominally the same, their form and function differ greatly, providing niche protection and covering unique bases.  Further, the non-caster characters cover numerous unique skills.  The Road Warrior, obviously, is the best at driving and piloting checks, but is also a terror in melee, wielding a mini-chainsaw.  The Harrowed gunslinger makes for an expert marksman, but is also a capable tracker and scout.

Taking the pain out of the system's learning curve also helps aid play.  After players pick characters in a CSW one-shot, I walk them through the character sheet, using one of the non-chosen characters.  In doing so, I also demonstrate what certain rolls look like, particularly showing how certain modifiers (for CSW, mainly Skill Specialties) fit into a given roll.  This tends to speed things up, though I often start each one-shot with an 'easy' encounter, where the players can get their feet wet in an environment that isn't going to harm them drastically.

Lastly?  Remember it's just a game.  For a one-shot--especially at a convention--it's a much better idea to fudge some rules for the sake of the game moving forward and players having fun.  Getting hung up in minutia, particularly with new players, isn't worth the hassle.  Make sure everyone's having a good time and that they leave the table satisfied.

Monday, October 28, 2013

30 Days of GameMastery--Day 25!

You know it by now:  Lindevi.  "30 Days of GameMastering".  Challenge.  Go!

Problem players and drama llamas:  what's your horror story and how did you resolve it?

So, let's go back to the halcyon days of 2008.  The PlatinumChick and I were still living in our apartment in Fairborn, planning our wedding and eyeing up houses here in the Miami Valley.  Our Friday night game group was still rolling along and 4e was less than a year old.

Enter Richard.  Richard was the co-worker of one of our Friday night mainstays and had been looking for a regular group for quite some time with no luck.  As such, we welcomed him in...which was probably our first mistake.  You see, Richard came with three major problems which, like a bad rash, kept reoccurring.

The first was the least serious, though as a GM, it frustrated me personally.  Richard constantly wanted to revise his character, making significant changes and revisions, well over and above any 'retraining' coupled into the system.  Richard made a nuisance of himself, barraging myself and other gamers at the table, looking for input...which he would consistently ignore, both at the table and in character advancement.  One of the most absurd instances occurred during our "Pirates of the Underdark" game.  Despite the table's protests, he dropped a high-damage area-of-effect power into the middle of the party, hoping to catch a number of their foes in the blast.  Not only did Richard miss every one of the enemies, he damaged all of the party members in the melee, critting two of them!  After several sessions of this chaos, we started referring to Richard's character as "the best player on the GM's team!"

Really, Richard?
You couldn't play at the game store over the weekend
and arrive at our RPG night on time?
The second reason frustrated everyone at the table.  You see, Richard was a big HeroClix enthusiast who enjoyed playing at one of the various game stores in the Dayton area.  However, Richard's night of choice?  You got it:  Friday night.  Typically, our game nights begin around 6pm.  We grab dinner together--either at a local restaurant or take-out joint--and begin playing around 7:30, lasting until 11:30 or midnight.  Unfortunately, Richard's HeroClix games ended at 9pm, which was followed by a minimum half-hour drive to our apartment.  As such, Richard often wouldn't arrive until 10pm!  After a number of requests and emails, nothing had changed on this front.

The third reason, truth be told, was quite personal.  You see, Richard was married.  The PlatinumChick and I were engaged, about to be married in 2009.  However, that didn't stop him from sending her numerous inappropriate texts and making homophobic commentary at the table, fully knowing that I'm bisexual.  This one, I took personally.  I'm as lewd as it comes, but there's a big difference between making jokes between friends actually making moves on a to-be-married woman, especially while you're married.

Three strikes?  You betcha.  Not long after we moved, I finally pulled the trigger on Richard:  during one of the numerous sessions he had missed, I raised my concerns to the group and suggested that we release him.  The next day, I sent him a brief email highlighting our concerns and letting him know he would no longer be welcome at the table.  He took it...well, about as well as one could expect, but it hasn't been an issue since.

I've seen Richard at a few gaming events in the Miami Valley since then and, believe it or not, he's been rather civil.  He actually sat in on one of my Cold Steel Wardens demos and was an eager, invested player.  Maybe there's room for some redemption, I suppose, but I don't really aim to find out.

In the end, not everyone is a 'fit' in every game group.  If it happens, you've got to remain cool enough to speak the truth and do what's best for everyone involved.

Sunday, October 27, 2013

30 Days of GameMastery--Day 24!

Just a few days left of Lindevi's "30 Days of GameMastery" challenge.  Let's get right into it!

Canon vs. alternate universe vs. original setting:  What are the strengths and drawbacks of each?

A great many blog entries ago, I spoke about the concept of Kotov's Syndrome:  better known in gaming circles as 'analysis paralysis'.  You see, the problem when you can do anything, is that you can do anything!  Without limits or some sort of constraining device, we mere mortals tend either freeze up completely or flounder through, unfocused, without any overarching plan.

I've found that, in most of my personal creative endeavors, it's best to put at least some limits on yourself.  Limiting a game concept, a setting, or a scenario provides focus and allows a writer to better stay on topic.  When writing Cold Steel Wardens, I made what I originally thought to be a controversial decision:  CSW as a system does not have rules for transformative powers (a la the Human Torch or Colossus) or invulnerability (a la Superman); I tend to think they're overly powerful and not suited to an investigation-focused idiom.  However, in practice, I've found that none of my players or readers ever found my decision to be that controversial--it made sense, given the context.

In terms of setting, I tend to appreciate these sorts of limits, as they provide finite plot points and boundaries for players to act within.  Don't get me wrong--I like worldbuilding as much as the next writer/designer/GM/whatever, but in terms of my home games, I find that I prefer the "alternate universe" idea best between today's trio.

There but for the grace of the Dark Knight...?
The biggest benefit of the alternate universe is familiarity.  Considering the recent release of Arkham Origins, let us consider the example of The Batman.  If you're running a game in Gotham City, your players will know what to expect, even if Bruce Wayne never makes an appearance.  They'll expect pseudo-Gothic environs, corruption through the heart of the city's infrastructure, and organized criminals facing off against the masked "freaks" institutionalized at Arkham.  All of that sounds like a basic canon universe, but the alternate universe allows you to alter that paradigm in a manner of your choosing.

So, let's change the paradigm and make that canon setting into an alternate universe.  Imagine that same Gotham if Bruce Wayne had never became Batman.  Certain members of his rogues' gallery might never come to fruition, while still others would become unchecked powerhouses.  Bane might never exist, though someone like Black Mask might become a titan of the underworld.  We have a framework in existence for the world, though the players can't necessarily expect their knowledge to be accurate.

Maybe that's not satisfying for your Batman-ia.  Perhaps you could instead alter your universe such that Bruce Wayne died in his third year of being Batman, before ever adopting Dick Grayson.  In such a scenario, numerous ripples would echo across the universe, perhaps with Grayson himself attempting to take on the role of masked vigilante with no mentor.  What would he be like, without Wayne's intervention?  What about Wayne's later protoges:  Jason Todd, Time Drake, and Barbara Gordon?  The possibilities, within a limited scope, are utterly endless.

Such is the benefit of the alternate universe.  Once you have some lines to work within, it's so much easier to work without!

Saturday, October 26, 2013

30 Days of GameMastering--Day 23!

If you don't know the drill by now....Lindevi, "30 Days of GameMastering", challenge, go!

What effects do system mechanics have on story?

When I started gaming, I was a big supporter of the d20 System.  One system that could do potentially everything?  A unified, easy-to-understand mechanic that just so happened to line up directly with the world's most popular roleplaying game?  Sounds great, right?

Unfortunately, in practice, results were always sort of mediocre.  While certain ports of the d20 System--notably Call of Cthulhu d20--managed to maintain atmosphere and tone, many other interpretations of the system (even by big publishers) were bloated, flavorless, and just 'meh'.  d20 Apocalypse was like that for me:  while the post-apocalyptic feel in gaming has always been ripe for great ideas, but the quintessential d20 post-apoc sourcebook left me unimpressed.

Over time, I came to realize a hard lesson:  just because you can make something in a generic system doesn't mean that you should.  Thanks to The Journeyman GM, I love Savage Worlds and its various settings, though truth be told, I can't see myself ever running a true horror game in SW.  Savage Worlds was built to emulate a pulpy, adventuresome feel, with Bennies and streamlined damage that allow for quick recovery.  In a horror game?  You don't want either of those things.  And, while Deadlands certainly contains aspects of horror, it's hard to truly be "scared" when you're playing a hard-bitten gunslinger, a mad scientist, or Gambit from the X-Men.

The right tool for the right job.
Game design is a unique animal:  it's a strange marriage of mathematician and creative writer that calls upon every spare neuron in your brain.  However, it takes both to make a great game.  A game tied too heavily to its mechanics feels generic and like math homework.  A game tied too heavily to its theme feels ephemeral and tacked on.

Think of game mechanics in terms of a tool box.  If you were going to hang a picture, you'd use a hammer and a nail.  You might instead use a drill and screws.  However, you probably wouldn't decide to use a wrench and spackle, even though they might possibly be able to hold the picture up.  The same thing goes for game mechanics.

This guy just lost some SAN points...

The best games use their mechanics to support their theme.  Call of Cthulhu encourages diverse skill use by tying advancement to using skills throughout the game.  CoC emphasizes the descent into madness through its ubiquitous "sanity spiral" wherein failing Sanity tests not only can drive you crazy now, but also makes you more likely to fail further Sanity tests.  Cold Steel Wardens emphasizes brutal combat and psychologically damaged heroes, spending an entire chapter (in a nominally superheroic game) detailing Injuries and Psychoses.  Dresden Files uses Aspects and very broad skills to emulate the flexibility of its arcanely-powered characters.

In the end, you've got to use the best tool for the job.  And, while something like d20 or GURPS or d% might be able to do the job, why not choose a more specialized tool that makes your job easier?  In this brave new world of digital publishing, there are games to emulate nearly every genre imaginable:  don't be afraid to give something new a try!

Tuesday, October 22, 2013

30 Days of GameMastering--Day 19!

Okay, brief warning before this entry in Lindevi's "30 Days of GameMastering" challenge:  this one might be a touch triggery for those sensitive to certain issues.  Apologies in regards to my fully admitted poor judgement, though I believe this story is worth telling.

What was your worst session and why?
This is a story that I don't tell lightly, because despite my cynical nature, I try to focus on what's good and what's exciting in the gaming world.  While I've gone on my share of rants--mostly regarding the upcoming D&D Next and my issues with Monte Cook and Mike Mearls--I tend to only review things in a positive manner and do my best to provide constructive criticism at every level of a game's development.  But this session stands out as my absolute worst; I feel guilty about it to this very day.

Roxanne Butler
Roxanne Butler:
our unfortunate Huckster.
When I was running my Dark Tower/Deadlands crossover, the PlatinumChick played as Roxanne Butler:  a card-slinging New Orleans Huckster, trying to find her missing father.  Roxanne had worked for years as a "lady of the night", using her Huckster abilities to delude her 'johns' into believing they'd had a sexual liason, while actually preserving her virginity.  Roxanne came coupled with numerous bonuses to persuasion and charisma, often serving as the party 'face'.

While in Alderman's Creek, a small town plagued by numerous problems, Roxanne went off on her own to investigate a Paul Ashby, a preacher with particularly loose morals, who might have some leads on the town's issues.  The intention, naturally, was to use her feminine wiles to convince the preacher into revealing something of note.  I had intended to play up Ashby as being overly aggressive, resulting in a more difficult interrogation.

What I had not anticipated, however, was that scenario devolving into an in-character, attempted rape.  Lost in game-space, the scenario quickly degenerated into an ugly scene of the Ashby pinning Roxanne down and attempting to penetrate her.  Luckily, Roxanne was able to escape as one of the posse's followers shot Ashby before he could complete the deed.

I fully admit--as a GM, I was in the wrong in narrating/GMing this scene.  The description of this scenario was overly graphic and traumatizing.  I really have no excuse for my actions in this regard; that night after the session, I actually made a full written apology to my players afterwards and offered to retcon the scenario, but the damage itself was already done.

Now, I have no issues with including sexual material in my game.  In one of the playtests of Cold Steel Wardens, my players actively pursued a lead to a BDSM dungeon, hoping to find some information on a recent visitor.  However, sexual content and sexual assault are two very different animals.  In this Deadlands game, I neglected my players' personal comfort in favor of letting the dice fall where they may, and there's simply no excuse for that.

I can't stress this enough:  you've got to know your players and know their limits.  I crossed my players' limits, inexcusably, though they were kind enough to forgive me and give me the benefit of the doubt going forward.

So, what can I say?  I've learned a harsh lesson from this experience, reminding me of something very valuable.  As a GM, your job is to provide entertainment and amusement for your players--not to play things out 'realistically', especially without giving thought to the consequences.  Be aware, be sensitive, and when in doubt:  err on the side of PG.

Saturday, October 19, 2013

30 Days of GameMastery--Day 16!

Past the halfway mark and heading home on Lindevi's "30 Days of GameMastering" challenge!  Let's do it!

Investigation and mysteries:  how do you use foreshadowing, red herrings, and keep the tension rising?

I'm actually going to defer a little bit on this one to my baby--Cold Steel Wardens--as I included an entire chapter on how to structure investigations to facilitate superheroic roleplaying in the Iron Age of Comics.  While I don't quite yet want to provide a full-text example from the book itself, I can give you a glimpse into my mindset.

A sample concept-map investigation from Cold Steel Wardens.
In essence, CSW divides investigations into three primary types:  pyramidal, concept-map, and timeline-based investigations.  Pyramidal investigations focus on the "piecing together of clues" to accrue ever-greater understanding of a given situation.  Concept map investigations focus on links between various NPCs, using conflicting and contrasting testimony to achieve an understanding of truth.  Timeline investigations occur in sequence, assuming that no interference takes place on the villain's part--naturally, this will be interrupted and interfered with by the PCs.

These three investigation types aren't the be-all or end-all of investigations, but provide a suitable framework which can serve as an outline for any aspiring investigative GM.  Each framework, as well, works best with a specific type of evidence used within that investigation.  Pyramidal investigations, for instance, work best with a preponderance of physical evidence, which PCs can use to 'ascend' the pyramid towards their goal.  Concept map investigations work best with eyewitness or testimonial evidence, as PCs can play one NPC against others in learning the truth.

The key thing to remember in terms of any investigative story arc is that your players cannot possibly achieve the understanding and mastery of their in-game personas.  A high-Intellect investigative vigilante specializing in forensic evidence will obviously find more information than their real-life counterparts.  While that vigilante may fail in his investigation, it's always best to give your players the benefit of the doubt, providing them additional clues to keep the scenario moving ever-forward.  After all, it's easy enough to throw in an additional challenge if the heroes get too close to the truth; it's much harder to do the inverse!

Tuesday, October 15, 2013

30 Days of GameMastering--Day 13!

You know the drill!  Lindevi's "30 Days of GameMastering".  It's challenge time!  Let's go!

Rise to the Challenge:  how do you balance encounters in your system?

Game balance is a funky thing.  Some games--like 4e D&D--are hinged directly upon it.  Sitting down to run a session, a GM has an XP budget to spend, with finite boundaries representing easy, moderate, and difficult challenges.  Other games, particularly those that are less combat-focused, tend to use a more laissze-faire approach, offering only rough guidelines.

With Cold Steel Wardens specifically, I wrote towards the latter approach.  Mooks, Made Men, and Masterminds don't actually have any XP-based representation by rule, as a character's development--whether NPC or PC--doesn't necessarily represent combat acuity and ability.  A character like DC Comics' Oracle might have incredibly limited combat use, though her investigative and research abilities more than make up for it.  As such, a numerical representation of "She's a 120 xp character" is a misnomer.

Rise to the challenge!  Push those players!
The real question here is one of challenge:  how does a GM manage to provide consistent, continual challenge to the players without overwhelming them?  And, really?  The only real way to achieve that touch is through practice and by understanding both the players' tendencies and their characters' abilities.  Occasionally, your players will steamroll an encounter that you'd expected to be a tough challenge and, just as occasionally, those players will struggle against inferior foes.  That's the element of chance built-in through any dice mechanic.

But, the biggest thing to remember is that challenge is something to be embraced, not feared.  Challenge breeds conflict.  When an encounter provides a beatdown on your players, they have to come up with new strategies, new tactics, and new ways of using their already-existing resources to rise to that challenge.  And, even if they lose, that can only bring up more potential conflicts in the future.  When the heroes are forced to retreat from the would-be supervillain's death fortress, they've made an active enemy who's going to seek them out for any number of reasons.  And that?  That makes memorable NPCs and that makes great gaming.

Monday, October 07, 2013

30 Days of GameMastering--Day 6!

You know the drill by now:  today's day 6 of Lindevi's challenge.  Let's do it!

Worldbuilding--what's your process?
Truth be told, when I sit down to game, I very rarely worry about world-building.  I'm not the sort of GM who tends to create a massive world on my own, instead focusing on specific regions or cities where the action itself takes place.  However, even in doing that much, I do have a few tricks up my sleeve.

Remember:  One Unique Thing!
Firstly, I always try to have some "schtick" to any given area.  That might be an overt theme--"This planet is steampunk-ish, with lots of clockwork automatons clattering up and down the buildings"--or something as simply as an undercurrent with NPCs.  Pelgrane Press' 3e/4e hybrid 13th Age did something similar with their character generation process, calling it One Unique Thing.  Essentially, every character has some unique element about them, which makes them a unique entity in the world, separating them from the rest of humanity.  If you give a region or a city its own One Unique Thing, it'll automatically provide adventure hooks and ideas for enterprising players.

Also, work in threes, especially in terms of factions.  When writing Cold Steel Wardens, I deliberately included trios in almost every aspect of the world.  There are three primary crime families--the Genoveses, the White Russians, and the Warren Group.  There are three major conflicting gangs--the Numbers, the Rebel Yell, and the Rojo Bastardes.  See where I'm going with this?  It's easy to imply conflict between two rival organizations, but when you introduce a third faction, that faction becomes a wild card.  The more wild cards in your setting, the more conflict (and drama) you can introduce!

Lastly, remember that your NPCs do not exist in a vacuum.  Even when the PCs are elsewhere, the NPCs don't just stand around, vacant-eyed.  Rather, they have their own motives, their own actions, and their own contacts.  The key to making a world feel dynamic is to have those NPCs change the world just as much--okay, maybe not quite as much--as the PCs themselves.  When those NPCs start pursuing their goals while the PCs are absent, the game changes for the better.