Showing posts with label GURPS. Show all posts
Showing posts with label GURPS. Show all posts

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!

Thursday, October 04, 2012

In Which The Warlock Lauds the Commendable...


So, last post was something of a downer, no?  It's easy to criticize, easy to point out the negative.  By nature, I tend to be a bit cynical--then again, who among my generation isn't?--but there's a lot to love within the pages of today's roleplaying games.  Let's pull some of my favorites!

The Doom Pool!

Roll that Doom Pool!
Chalk one up for Margaret Weis Productions' Marvel Heroic Roleplaying for an absolutely fantastic mechanic.  Even the most experienced GMs sometimes balk at having to make a judgement call on complex environmental actions, and even the most worthy of players sometimes chafe at the concept of 'GM fiat'.  For me, the Doom Pool mechanically addresses this difficulty in a simple, but effective manner.

Making your way through a burning building?  Roll against the Doom Pool to avoid falling debris or smoke inhalation.  Weaving through girders while flying?  Roll against the Doom Pool!  Need to make that super-science device extra-fast?  Doom Pool!

While it's not a be-all, end-all device, the Doom Pool serves as a quick outlet for all those times where a GM might be stuck.  It keeps play at the table moving and keeps the GM with his players, rather than referencing a rulebook.  Really, any mechanic that provides a quick resolution fits here:  the Savage Worlds "common knowledge" roll, the WEGS "frozen roll".  They're great!

In Text Fluff!

Now, this one's a spot of divisiveness.  Some gamers love the atmosphere and mood that in-text fiction brings, while others tend to loathe it.  While I tend to view rpg books more as instruction manuals than fiction collections, the occasional bit of in-character fiction really hits home the ideas and themes behind the game itself.  Plus, it pushes those archetypal ideas that form the core of a setting.

While I have issues with their fundamental rules-set, the Fantasy Flight Games' publications of Dark Heresy/Rogue Trader/Deathwatch really capture the essence of what it means to live in the Warhammer 40K universe.  While they have a ton of material from which to generate this setting info, the tone and descriptions in these books blend the world and the mechanics together beautifully.  If only the rules themselves weren't such a mess...

Focus!

This, above all else, is something that I've been reveling in.

Burned spies kill vampires?
There's a game for that...
So many games for so long have been about "universal" mechanics.  d20, GURPS, even Savage Worlds, all try to wear so many hats that they fail to focus on one particular sort of game.  As I mentioned last entry, Savage Worlds makes for a great system for pulp and action, but I'd never want to use it for a horror game--it's just not built for that genre.  But GURPS?  What's the purpose?  Why this system?  Yes, I'm sure you could run a horror game, a sci-fi game, and a fantasy game with it, but why would you?

The print-on-demand and PDF era of publishing has granted us not just the freedom of choice, but also the ability to enter new genres and tell new stories using systems built specifically for genre-emulation.  Want to run a game about down-on-their-luck boxers?  There's a game for that.   Want a game that focuses on the backroom dealings of Japanese samurai families?  Yup, a game for that, too.  Want to be a former CIA agent hunting vampires?  Yes, you're covered.

The Kickstarter Revolution!

Yes, print-on-demand and PDF are great.  But, as I'm finding out more and more, getting a product off of the ground takes start-up capital.  Kickstarter and other crowd-sourcing sites like it have become great ways for rpg designers to not only come up with said capital, but also to publicize their works.

That'd be great in and of itself, but what's best comes right alongside the Kickstarter revolution:  the discussion and analysis of an industry that, for a long time, really hasn't had any intellectual critique at the marketing and distribution level.  Now, it's a daily occurrence, through Facebook groups and message board discussions aimed not just at the design and development end of role-playing games, but also how to take a game and make it into a clean, published product in a cost-effective, efficient manner.

It's that type of discussion that really pushes forward revolution and innovation.  While I can't say that every product has benefited from these discussions, they're a massive benefit to any would-be developer.

Monday, July 09, 2007

The Warlock's Origins 2007 Report--The Swag!

Part of any good convention is the swag you get, and Origins was no exception. Here, I'll detail some of the great stuff that the Springfield Mafia (including myself) picked up, and some of the neat stuff that was around the dealer room.

Ah, yes. Speaking of the dealer room, I must say that I was impressed. I've heard some complaints already that the dealer room was "more of a flea market than an exhibition of the industry." With that, I can wholeheartedly agree. However, if I want to hear from "industry professionals," I'll go to one of their seminars and talk to them. When I want swag, I want the flea market. As such, the dealer room was fine by me!

And now for the Swag!


  • GURPS Warehouse 23. Now, I'm not a GURPS fan by any stretch--I'd rather run d20, just for the fact that I'll have more interested, involved players. However, when this was on the "3 for $10" table at SJ Games' booth, I couldn't pass it up. Conspiratorial goodness, and a detailed rundown of how the Warehouse would work in several different genres, as well as lots of neat items to put in there. Along with this, I picked up a box of skeleton minis (everybody loves skellies!) and Silicon Valley Tarot for Jules.
  • The Critonomicon. A softcover book from Technomancer Press, this book doesn't look like much. I can't believe I missed it, though, with its Day-Glo Orange cover and its hundreds of tables. This book is chock-full of unique critical hits, critical misses, wild magic effects, and rules for other crazy happenings. With the way my players and I roll, I'm going to get a ton of milage out of this...
  • Faiths of Eberron. The PlatinumChick picked this up in anticipation of her upcoming Eberron game. Flipping through it earlier, it looks to be pretty quality, with tons of information about the various religions and cults that pop up all across Eberron. There didn't seem to be much crunch to the book--only a handful of feats and divine spells, and a few magic items--however the fluff more than makes up for it. Very nice job, all in all.
  • A Shoggoth on the Roof (Libretto). Finally, the H.P. Lovecraft Historical Society has released the libretto to the Musical That Cannot Be Produce. I already own the Cast Recording, but having the full script/libretto makes this all the sweeter. If you're a Cthulhu fan in any sense of the word, check this out.
  • Dungeons and Dragons Icons: Gargantuan Blue Dragon. For a mere $28, the PlatinumChick couldn't pass this one up. Personally, I like the Gargantuan Black better, myself, but the mini is still a very sweet example of how well Wizards of the Coast produces their project. Love and care were involved in making this, and it shows. High quality, indeeed.
  • Nightmares of Lovecraft: Cthulhu and Dagon. Lionel picked these up on the cheap, and man....they did not disappoint. While they're a little on the small side, they're still amazing sculpts, which are...well, disturbing to look at. Just what they need to be, for the subject material. Lovecraft would be proud.
  • Aliens vs. Predator HorrorClix. Ebbs picked up these on the cheap, as well, getting most of the line. While we haven't played yet, the sculpts were nice. Only problem was mainly the fact that many of the clix were slightly broken, particularly around their feet. The Alien queen looked particularly impressive.
  • Cults Across America. Again, a Lionel purchase. We haven't played yet, but this one looks to be good! I'll review it, as we get into the box.
  • Unspeakable Words. We played this during some downtime before going to bed. Wow, was it a blast. Incredibly simple game play, the idea is to make words from your 7 card hand. You get points based on how many angles are in each letter, but must make a Sanity check against your word's score to avoid going nuts. Lose 4 Sanity, and you are insane--if you're nuts, you can use ANYTHING as a word. Lose 5, and you're out of the game. First to 100 points (or the last one sane!) wins. This game is simple, yet amazingly fun. Highest recommendation I can give.
  • Kellen, Nobleman Adventurer. I've been looking for a mini to use during Jules' imminent Eberron game, and this one fit the bill. Unfortunately, I couldn't find one with twin axes, so I settled on one with a sword and a long fighting-dagger. A sweet little mini, it looks just as well as I can ask. If nothing else, Reaper's Dark Heaven Legends Line are of a truly high quality across the board.

Links for the Swag--If you're looking to buy any of the above, follow the Little Blue Links!

GURPS Warehouse 23: http://www.warehouse23.com/item.html?id=SJG6523

Skeleton Minis: http://www.warehouse23.com/item.html?id=SJG13-0200

Silicon Valley Tarot: http://www.warehouse23.com/item.html?id=SJG1324

The Critonomicon: http://www.technomancer-press.com/store/index.php?main_page=product_info&products_id=1&zenid=7021670c7fb5f895765638a9c06afbbd

Faiths of Eberron: http://paizo.com/store/byCompany/w/wizardsOfTheCoast/featuredBrands/eberron/roleplaying/v5748btpy7rug&source=search

A Shoggoth on the Roof (Libretto): http://www.cthulhulives.org/store/store.lasso

Gargantuan Blue Dragon: http://paizo.com/store/byCompany/w/wizardsOfTheCoast/byProductType/miniaturesGames/dnd/icons/v5748btpy7t6o&source=search

Nightmares of Lovecraft: Dagon and Cthulhu: http://www.sotatoys.com/store.php?brands_id=21

Alien vs. Predator HorrorClix: http://www.gameoutfitter.com/items/miniature-games/horrorclix/horrorclix-alien-vs-predator/list.htm

Cults Across America: http://www.warehouse23.com/item.html?id=AG1210

Unspeakable Words: http://www.warehouse23.com/item.html?id=PLE26100

Kellen, Nobleman Adventurer: http://www.reapermini.com/store/customer/product.php?productid=4320&cat=0&page=1