There are more books in the WoD line than you can use, intentionally, as it's become rather GURPS-like in its modularity. Thus, you have to pick and choose the books you want to include. Mine:
Vampire: the Requiem: For obvious reasons
World of Darkness: Ditto
The Book of Spirits
The Book of the Dead
WoD: Inferno: Demons
WoD: Slashers: Not all monsters are inhuman
Damnation City: City workbook, don't leave home without it
Belial's Brood: Just because you're a vampire doesn't mean you can't enjoy killing bad vampires, amirite?
Mythologies: A big book of mysteries
Ghouls: Because, damn, it's a great book.
Sunday, October 25, 2009
More Vampire
The real reason I create games, beyond the fact that they're fun and I like to entertain my friends with them, is that I can't get them out of my head. I have three bouncing around right now, WotG, GURPS Space Opera (So much so that my next session is practically planned out already), and now Vampire.
I'm catching expected crap from unexpected sources, which leads to explanations and ideas floating around in my head all the damn time. Well, blog, that's what you're for, giving me a chance to let these things out (and, apparantly, to wake Bee in the middle of the night with the sound of my tapping keys).
So here's why I want to run it, restated in slightly less dramatic terms of my last post:
Survival Horror
The core of a good horror game is the challenge to survive. On this challenge, Roomie, Shawn and Walter thrive. This is why they want to play Horror. Any horror game will do this, and all of the WoD lines touch on this at some level, but none of them underscore it quite like Vampire does. A vampire is a perfectly normal human whose life has been turned upside down by a dreadful curse. How would you survive such a thing? After we discard the common "I'd kill myself!" serious questions arise. How do you keep the sun from burning you alive? How do you get a meal without violating your own personal code (you can chase after animals for about a century, but after that, what? Do you kill criminals? Do you find someone willing to donate their blood and try to be sparing?)? How do you do all this without rousing suspicion from others? And how do you maintain social ties, talking to humans you want to eat and vampires who want to eat you, to keep yourself from going mad? And how do you tame the yammering beast inside your head?
It's a challenge. Vampires have great power, but great weaknesses, forcing a player to struggle to figure out how they will live. It's just as challenging as playing a human with a shotgun hunting down werewolves, except here, the challenge is as much internal as external.
Occult Mystery
The World of Darkness is filled with mysteries, which is one of the reasons I like it so much. Each line has their own things to explore: Mage has its inner sanctums and worlds of the mind, Werewolf has its Shadow and the convoluted nature of spirits, and vampire has its tangled social interactions and long and messed-up histories. All of them have their occult elements, their worlds within worlds filled with strange dreams, dark ruins and unexpected twists, so any of them would work. Someone might ask "Well, then, why not run one of them?" To which I say "The rest of the reasons given in this entry." They might further reply "But... it's vampire," to which I reply "Bias much?"
The one thing I want to add: The Underworld. Ever since I figured out how Wraith really works, I've wanted to touch on the dark, strange and creepy world of the Dead in WoD. I've wanted to give Cass and others the chance to explore a world of broken memories and hurt emotions. You can do that in the other games (though I'm not sure why you'd bother in Werewolf), but Vampires have a special tie to the Dead, and the Book of the Spirits even grants them a new Discipline called the Blood Tenebrous which allows access to the Shadow. Hopefully, the upcoming Book of the Dead will offer more insight into this.
Violence
You can't run a personal horror story without allowing Dave and Roomie to engage in some serious carnage. That's why they love Werewolf, and that's honestly why I think they would love Vampire. In the nWoD, a werewolf and a vampire are closely matched, which suits them, in my opinion. A vampire can regenerate, can fuel his physical prowess with blood, and every last vampire clan has access to their own physical discipline. While it's true that vampires tend to be beautiful and social, I think the combat-fans forget that vampires are monsters first. They have sharp fangs, unnatural hungers, alien eyes and strange complexions. In their disdain of Twilight, they forget Van Helsing and Legacy of Kain. Vampire: the Requiem makes a point of highlighting how strange elders become, such as Unholy, the signature gangrel, whose hands have permanently become bird talons and who constantly hungers after the blood of vampires, no longer able to sate herself on human blood. She is a whispered legend among vampires, a boogey-man to boogey-men. There's no reason players can't be the same, eventually.
Social Intrigue
Vampire is a very social game, the most social of the three core lines, which is why I imagine several players object. Yet I point out that gaming is built on compromises, and the above three should be reason enough to, say, Roomie to allow, say, Cass to have her fun. Like 7th Sea or WotG, much of the action of driven by social interplay, though Vampire's social play tends towards the vicious.
Social interaction has two major sources. First and foremost, like in WotG where every character has his master, every Vampire has his sire, who directs his childe, instructs him, and bestows his allies and enemies on his inheritor. Second, vampire is custom designed to let you play with your food. Like with Changeling, you are driven to interact with people, because they form the basis of your supernatural food-chain. You must either find wicked men to kill, find good people who will let you sip, starve, or lose your humanity as you slaughter the innocent. Given the benefits of the first two, it pays to get to know the wide cast of NPCs a vampire game inevitably brings.
These two interactions coalesce to create 90% of the social intrigue of a game, as the elder's enemies and allies will swirl around you in a dance that has gone on for longer than you have existed, trying to steal your mortal assets from you as you try to steal theirs. But with my addition of the Underworld, I hope to add an interaction with the Dead too, both out of guilt ("You killed me") and redemption ("and you have laid me to rest, so I will no longer haunt this world.")
---
That's it. Four solid reasons to play, I think, ones that hit every point on most of my players' lists of wants and needs. Walter wants and needs a survival mystery game. This will provide it. Roomie and Dave need violent survival games. This provides. Cass and Byler need violent, mysterious social-intrigue games, and this is perfect.
Perhaps the most appealing aspect of Vampire is its flexibility. Between clan and covenant, you can customize your character far more than you could with the other lines. All werewolves are violent, and all mages are good at solving mysteries, but vampires are pretty good at both of the above. The Lancea Sanctum and the Circle of the Crone grant access to Blood Magic. The Ordo Dracul digs deep into the mysteries of the vampiric condition and reward research with power. Invictus and the Carthians grant social benefits. Everyone has a reason to fight.
Don't beleive me? Lemme show you how I think the Clans would break down by player: Roomie: Daeva, Gangrel or Nosferatu (all great warriors). Dave: Gangrel or Nosferatu (monstrous warriors). Walter: Nosferatu or Mekhet (lurking mystery-solvers). Byler: Daeva, Ventrue, Nosferatu (Scary social power-houses). Cass: Ventrue, Daeva (social power-houses). Everyone can bring their own needs to the table, and have those needs met, in a way that I don't think Werewolf or Mage would do (alas, especially for the latter, as I'm quite a fan, but I really think it would be Walter and I rooting for it, and nobody else understanding how to make it work)
I'm catching expected crap from unexpected sources, which leads to explanations and ideas floating around in my head all the damn time. Well, blog, that's what you're for, giving me a chance to let these things out (and, apparantly, to wake Bee in the middle of the night with the sound of my tapping keys).
So here's why I want to run it, restated in slightly less dramatic terms of my last post:
Survival Horror
The core of a good horror game is the challenge to survive. On this challenge, Roomie, Shawn and Walter thrive. This is why they want to play Horror. Any horror game will do this, and all of the WoD lines touch on this at some level, but none of them underscore it quite like Vampire does. A vampire is a perfectly normal human whose life has been turned upside down by a dreadful curse. How would you survive such a thing? After we discard the common "I'd kill myself!" serious questions arise. How do you keep the sun from burning you alive? How do you get a meal without violating your own personal code (you can chase after animals for about a century, but after that, what? Do you kill criminals? Do you find someone willing to donate their blood and try to be sparing?)? How do you do all this without rousing suspicion from others? And how do you maintain social ties, talking to humans you want to eat and vampires who want to eat you, to keep yourself from going mad? And how do you tame the yammering beast inside your head?
It's a challenge. Vampires have great power, but great weaknesses, forcing a player to struggle to figure out how they will live. It's just as challenging as playing a human with a shotgun hunting down werewolves, except here, the challenge is as much internal as external.
Occult Mystery
The World of Darkness is filled with mysteries, which is one of the reasons I like it so much. Each line has their own things to explore: Mage has its inner sanctums and worlds of the mind, Werewolf has its Shadow and the convoluted nature of spirits, and vampire has its tangled social interactions and long and messed-up histories. All of them have their occult elements, their worlds within worlds filled with strange dreams, dark ruins and unexpected twists, so any of them would work. Someone might ask "Well, then, why not run one of them?" To which I say "The rest of the reasons given in this entry." They might further reply "But... it's vampire," to which I reply "Bias much?"
The one thing I want to add: The Underworld. Ever since I figured out how Wraith really works, I've wanted to touch on the dark, strange and creepy world of the Dead in WoD. I've wanted to give Cass and others the chance to explore a world of broken memories and hurt emotions. You can do that in the other games (though I'm not sure why you'd bother in Werewolf), but Vampires have a special tie to the Dead, and the Book of the Spirits even grants them a new Discipline called the Blood Tenebrous which allows access to the Shadow. Hopefully, the upcoming Book of the Dead will offer more insight into this.
Violence
You can't run a personal horror story without allowing Dave and Roomie to engage in some serious carnage. That's why they love Werewolf, and that's honestly why I think they would love Vampire. In the nWoD, a werewolf and a vampire are closely matched, which suits them, in my opinion. A vampire can regenerate, can fuel his physical prowess with blood, and every last vampire clan has access to their own physical discipline. While it's true that vampires tend to be beautiful and social, I think the combat-fans forget that vampires are monsters first. They have sharp fangs, unnatural hungers, alien eyes and strange complexions. In their disdain of Twilight, they forget Van Helsing and Legacy of Kain. Vampire: the Requiem makes a point of highlighting how strange elders become, such as Unholy, the signature gangrel, whose hands have permanently become bird talons and who constantly hungers after the blood of vampires, no longer able to sate herself on human blood. She is a whispered legend among vampires, a boogey-man to boogey-men. There's no reason players can't be the same, eventually.
Social Intrigue
Vampire is a very social game, the most social of the three core lines, which is why I imagine several players object. Yet I point out that gaming is built on compromises, and the above three should be reason enough to, say, Roomie to allow, say, Cass to have her fun. Like 7th Sea or WotG, much of the action of driven by social interplay, though Vampire's social play tends towards the vicious.
Social interaction has two major sources. First and foremost, like in WotG where every character has his master, every Vampire has his sire, who directs his childe, instructs him, and bestows his allies and enemies on his inheritor. Second, vampire is custom designed to let you play with your food. Like with Changeling, you are driven to interact with people, because they form the basis of your supernatural food-chain. You must either find wicked men to kill, find good people who will let you sip, starve, or lose your humanity as you slaughter the innocent. Given the benefits of the first two, it pays to get to know the wide cast of NPCs a vampire game inevitably brings.
These two interactions coalesce to create 90% of the social intrigue of a game, as the elder's enemies and allies will swirl around you in a dance that has gone on for longer than you have existed, trying to steal your mortal assets from you as you try to steal theirs. But with my addition of the Underworld, I hope to add an interaction with the Dead too, both out of guilt ("You killed me") and redemption ("and you have laid me to rest, so I will no longer haunt this world.")
---
That's it. Four solid reasons to play, I think, ones that hit every point on most of my players' lists of wants and needs. Walter wants and needs a survival mystery game. This will provide it. Roomie and Dave need violent survival games. This provides. Cass and Byler need violent, mysterious social-intrigue games, and this is perfect.
Perhaps the most appealing aspect of Vampire is its flexibility. Between clan and covenant, you can customize your character far more than you could with the other lines. All werewolves are violent, and all mages are good at solving mysteries, but vampires are pretty good at both of the above. The Lancea Sanctum and the Circle of the Crone grant access to Blood Magic. The Ordo Dracul digs deep into the mysteries of the vampiric condition and reward research with power. Invictus and the Carthians grant social benefits. Everyone has a reason to fight.
Don't beleive me? Lemme show you how I think the Clans would break down by player: Roomie: Daeva, Gangrel or Nosferatu (all great warriors). Dave: Gangrel or Nosferatu (monstrous warriors). Walter: Nosferatu or Mekhet (lurking mystery-solvers). Byler: Daeva, Ventrue, Nosferatu (Scary social power-houses). Cass: Ventrue, Daeva (social power-houses). Everyone can bring their own needs to the table, and have those needs met, in a way that I don't think Werewolf or Mage would do (alas, especially for the latter, as I'm quite a fan, but I really think it would be Walter and I rooting for it, and nobody else understanding how to make it work)
Thursday, October 22, 2009
Vampires
It's dark outside. It's dark, and it's cold, and the wind tugs at the trees outside my window. It's night, and I cannot sleep, because I am obsessing on the forbidden.
I am obsessing on Vampires.
You don't talk about Vampire: the Anything with the Newton group, because they have already decided they are dumb: Dumb, pretty, whiney and weak. Why play as something that bemoans its awesome state when you could be ripping shit up as a werewolf or a changeling? But Vampire: the Requiem is different. Vampire: the Requiem is not Twilight. It's not even Vampire: the Masquerade. And I think it'd be perfect for our group.
Speaking to Cass one day, she commented off-hand that while she loved to play "dark" creatures in her online games, she never played one in my games because "we always play as heroes." Further, Walter and Roomie have yearned for a good horror game, a challenge to their skills and smarts. The two desires have led me inexorably back to the World of Darkness, which I must admit is quite solid in its current incarnation.
World of Darkness has many possible roles we could play. We could play as mortals, struggling to understand the madness of the night, or we could rage as howling werewolves. These, I think, would not appeal to Cass as much as Vampire would, giving her a chance to collect my NPCs for real, and an opportunity to revel in her darkside. Byler, too, fits better with vampires than I think he realizes. He always longs to play a man who has transcended and discarded his humanity along with his morals. He tried his hand at werewolf, and found them too boxed in, too samey. Vampire would give him a chance to lord it over mortals (if he was careful) and explore his own power his own way. Finally, Vampire has the "mystery" and "combat" that appeals to Walter and Roomie.
At its core, Vampire is about transgression, and you can boil these down to a few specific examples: my favorites are sex, drugs and violence. The connection between vampires and sex has been belabored in things like Twilight, and is probably the primary source of my players' disaffection. After all, vampires are languid, decadent pussies who drape themselves in silk and half-naked women, right? Sometimes, though, I think they fail to remember the appeal of the latter (my games are legendary for their steaming-hot NPCs, and this would give them a chance to be wicked with them), and moreover, the vampires of the WoD are sexy because it gives them a predatory edge. The girl with the bright red lips and the long, lowered eyelashes has the same effect on a human that an angler fish has on other fish with its gleaming bait: they attract their prey and lull them into a false sense of security. Violence is slightly less obvious, but vampires are monsters, predators, killers. A beast hammers at the back of their mind, demanding blood and death, and their blood provides them with the power to kill kill kill kill kill! As for drugs, the blood itself is that. Vampires are addicted to it. They need it. But moreover, they can make other people addicted to it. It becomes a game of control, possession and corruption.
I think all three of these things will appeal to my players.
Unlife has consequences too, and these will appeal as well: Despair, Madness and secrecy. Despair, again, it what drives some of my players away. Why play a whiney bitch? But I think they fail to see how this despair comes about: there's an inherent conundrum in the Humanity mechanic. On the one hand, you are driven by pragmatism to do "bad" things, and by idealism to refrain from such. Some people assume this means the system moralizes and preaches at you, but I think the point is to pull you in two different directions at once: Would you kill a man who needed to die even if it made you drop in Humanity? Madness follows naturally from despair, as the character descends slowly into inhumanity, but Vampire has even more, with other vampires messing with your mind, and your own dreams haunting you during torpor.
Secrecy, though, is probably what drives most of the fascinating gameplay of Vampire. A vampire must hide. If people knew what he was, they would kill him. So they cloak themselves in paranoia and mystery, lurking in the night, behind a veil of minions, carefully picking off their prey. The only thing tastier to a vampire than a human is another vampire, so vampires aren't even safe among their own. As a result, you have tangled politics, but you have lies, deception, trickery and completely fabricated histories. Vampires live a long time, so just exploring the truth behind an array of elders would take up entire sessions, never mind the other mysteries the WoD has to offer.
The World of Darkness is very flexible nowadays, and I'm going to take advantage of that. One thing that I really would have liked from Werewolf was the spirit world, a surreal place of interesting horrors. But the more I think about it, why can't I have that anyway? Vampires gained some Spirit Manipulating disciplines in the Book of Spirits, so why not feature them in the game? Plus we add some Hallows, some haunted ground where vampires might cross over into the "nightside" of the city. We'll color it in shades of death, though, make it an Underworld filled with the victims of murder, mayhem and, of course, the players themselves. Plus interesting things to buy, trade for, discover. Shades of the Hedge from Changeling, only as designed by Tim Burton.
So that's what I want. A sexy game with savagery, secrecy and madness. A twisted city that crosses Blade with Van Helsing, stretched over the surface of an underworld straight out of the mind of Tim Burton and Neil Gaiman, like a cross between the Nightmare before Christmas and Don't Rest Your Head, in a world peopled by luscious ladies and doe-eyed boys with tragic pasts, while the players struggle for power, held back only by their consciences and the curses of the night.
Oh, and I'll have to give out tons of experience, since the standard WoD goes far too slowly for my tastes. But yeah, I think I can do this.
I am obsessing on Vampires.
You don't talk about Vampire: the Anything with the Newton group, because they have already decided they are dumb: Dumb, pretty, whiney and weak. Why play as something that bemoans its awesome state when you could be ripping shit up as a werewolf or a changeling? But Vampire: the Requiem is different. Vampire: the Requiem is not Twilight. It's not even Vampire: the Masquerade. And I think it'd be perfect for our group.
Speaking to Cass one day, she commented off-hand that while she loved to play "dark" creatures in her online games, she never played one in my games because "we always play as heroes." Further, Walter and Roomie have yearned for a good horror game, a challenge to their skills and smarts. The two desires have led me inexorably back to the World of Darkness, which I must admit is quite solid in its current incarnation.
World of Darkness has many possible roles we could play. We could play as mortals, struggling to understand the madness of the night, or we could rage as howling werewolves. These, I think, would not appeal to Cass as much as Vampire would, giving her a chance to collect my NPCs for real, and an opportunity to revel in her darkside. Byler, too, fits better with vampires than I think he realizes. He always longs to play a man who has transcended and discarded his humanity along with his morals. He tried his hand at werewolf, and found them too boxed in, too samey. Vampire would give him a chance to lord it over mortals (if he was careful) and explore his own power his own way. Finally, Vampire has the "mystery" and "combat" that appeals to Walter and Roomie.
At its core, Vampire is about transgression, and you can boil these down to a few specific examples: my favorites are sex, drugs and violence. The connection between vampires and sex has been belabored in things like Twilight, and is probably the primary source of my players' disaffection. After all, vampires are languid, decadent pussies who drape themselves in silk and half-naked women, right? Sometimes, though, I think they fail to remember the appeal of the latter (my games are legendary for their steaming-hot NPCs, and this would give them a chance to be wicked with them), and moreover, the vampires of the WoD are sexy because it gives them a predatory edge. The girl with the bright red lips and the long, lowered eyelashes has the same effect on a human that an angler fish has on other fish with its gleaming bait: they attract their prey and lull them into a false sense of security. Violence is slightly less obvious, but vampires are monsters, predators, killers. A beast hammers at the back of their mind, demanding blood and death, and their blood provides them with the power to kill kill kill kill kill! As for drugs, the blood itself is that. Vampires are addicted to it. They need it. But moreover, they can make other people addicted to it. It becomes a game of control, possession and corruption.
I think all three of these things will appeal to my players.
Unlife has consequences too, and these will appeal as well: Despair, Madness and secrecy. Despair, again, it what drives some of my players away. Why play a whiney bitch? But I think they fail to see how this despair comes about: there's an inherent conundrum in the Humanity mechanic. On the one hand, you are driven by pragmatism to do "bad" things, and by idealism to refrain from such. Some people assume this means the system moralizes and preaches at you, but I think the point is to pull you in two different directions at once: Would you kill a man who needed to die even if it made you drop in Humanity? Madness follows naturally from despair, as the character descends slowly into inhumanity, but Vampire has even more, with other vampires messing with your mind, and your own dreams haunting you during torpor.
Secrecy, though, is probably what drives most of the fascinating gameplay of Vampire. A vampire must hide. If people knew what he was, they would kill him. So they cloak themselves in paranoia and mystery, lurking in the night, behind a veil of minions, carefully picking off their prey. The only thing tastier to a vampire than a human is another vampire, so vampires aren't even safe among their own. As a result, you have tangled politics, but you have lies, deception, trickery and completely fabricated histories. Vampires live a long time, so just exploring the truth behind an array of elders would take up entire sessions, never mind the other mysteries the WoD has to offer.
The World of Darkness is very flexible nowadays, and I'm going to take advantage of that. One thing that I really would have liked from Werewolf was the spirit world, a surreal place of interesting horrors. But the more I think about it, why can't I have that anyway? Vampires gained some Spirit Manipulating disciplines in the Book of Spirits, so why not feature them in the game? Plus we add some Hallows, some haunted ground where vampires might cross over into the "nightside" of the city. We'll color it in shades of death, though, make it an Underworld filled with the victims of murder, mayhem and, of course, the players themselves. Plus interesting things to buy, trade for, discover. Shades of the Hedge from Changeling, only as designed by Tim Burton.
So that's what I want. A sexy game with savagery, secrecy and madness. A twisted city that crosses Blade with Van Helsing, stretched over the surface of an underworld straight out of the mind of Tim Burton and Neil Gaiman, like a cross between the Nightmare before Christmas and Don't Rest Your Head, in a world peopled by luscious ladies and doe-eyed boys with tragic pasts, while the players struggle for power, held back only by their consciences and the curses of the night.
Oh, and I'll have to give out tons of experience, since the standard WoD goes far too slowly for my tastes. But yeah, I think I can do this.
Monday, October 19, 2009
The Joys of Online Gaming
I started gaming online because I had to. With my favorite group of gamers an ocean away, I could game once a year on a rare vacation that inevitably involved me spending too much time sleeping on someone's couch, getting into arguments with my host, and so on, or I could start gaming online. I started online after reading about telepresence, and it has slowly changed from a necessity to a pleasure.
Cameras and Microphones: Of course, I needed to see and hear my gamers, or it wasn't really a game, and thus I sent my cam and microphone. Interestingly, at first, these were the only camera and microphone available to the group. Now, though, these are hardly necessary and we have several people playing on one computer. This connection has allowed me to watch children growing up, to interact with friends an ocean away in real-time, and really brought the game back. Technology has reached the point where these calls are like being in the same room. I love it.
It's also begun to move away from "almost as good as the tabletop" and towards the realm of "as good in a different way." Roomie can stay at his house, provided his connection is good. Our gaming can decentralize and shift from house to house without anyone needing to host anything. More, the centrality of the computer to the social interaction provides an added level of fun. Sometimes we "just hang out" talking on our microphones, sharing pictures, sharing youtube videos and so on. This is, to me, far more fun than watching Tony play video games, especially since those of us with the proper software can up and start playing a game together, if we wanted.
PDFs: This is a big one for me. I started collecting PDFs for two reasons: first, GURPS quit trying to publish most of its material in dead-tree form and started publishing most of its cool stuff in PDF, so I delved into the game with Dungeon Fantasy and Action like many of my GURPS compatriots. But more, crossing the sea with a thumb drive and a laptop was far easier than taking my entire collection (which often resulted in fees for excess weight). Since then, online gaming has pushed me to gather even more PDFs, and I've begun to prefer them to hard copies.
First, PDFs are far more searchable than hard copy books. If someone has a question about an advantage, rather than stop, dig up the book, flip through the pages, flip back and read it off to him, I just type in the name of the advantage and hit "next" until it shows up, usually two clicks. The amount of time it takes me to find a reference with a hard copy is measured in minutes, as compared to seconds with a PDF.
Second, PDFs are far more handy for computer gaming. I can have my notes on one side, Maptool on the other, and all of my PDFs at my fingertips in the bar below. I could not possibly show up at the Hobby Center with a stack of 20 books, but I can do so with my computer, easily and casually flipping from one to the other without ever moving my eyes from my screen.
Finally, PDFs are really portable and... I already talked about that. Uh... oh! PDFs allow me to gain access to little games I never would have heard of otherwise. Gone are the highschool days of hearing tales of cool games like Werewolf. Now, I'm at the forefront of totally sweet gaming, enjoying minisupplements and obscure games.
Maptool: Walter has demanded visual representation of all characters on the battlefield. When I pointed out that this was the first time he had ever asked for this, he didn't really have much of an answer as to why. I think, though, that it's become so easy, so cheap, to represent our characters online that his proper response could easily be "Well, why not?" It's totally changed how I see GURPS. I used to skip the tactical combat section, but now I find myself lingering there (Roomie hit a guy with 5 out of 15 rounds. Never occurred to me before to check to see if he hit anyone else down range). I used to miss NPCs and I could only handle so many of them. Now, they're just chits on a board, so it's easy to remember each and every guy, or to note how many characters you've killed, or to show you the sheer volume of enemies you face. I just discovered I can have tables at my game, something I can just click and have, say a hit location show up. Maptool makes complicated gaming easy and available in the same way that PDFs do.
I donated 5 bucks to them. I encourage everyone else who has enjoyed it to do the same.
The Computer itself: This isn't strictly limited to online gaming, but I noticed it then. My Exalted and WoD game existed primarily in notebooks that I have, since, lost. I can tell you the names of many characters, such as Lathe, Brand, Mithra, Sarah, Ashes and so on. There are several I have forgotten (Roomie's love interest. I can picture her, but what was her name as a Dynast and what was her name as an Abyssal?), little details that have been lost. Our WotG game, however, has every note, every NPC, statted, saved, archived and backed-up on several computers. I can't remember the name of the cute-sad eunuch-boy, but if I need to, I can look him up. This also allowed me to stat up people I never would have in the first place.
I'm pleased with computer gaming and it occurred to me the other day that running on tabletop would miss alot of this, which kinda makes me sad. I can keep the computer and the PDFs, but I'll loose the portability of the camera/microphone and the utility of Maptool and friends. Interesting how much technology changes your life and your hobbies.
Cameras and Microphones: Of course, I needed to see and hear my gamers, or it wasn't really a game, and thus I sent my cam and microphone. Interestingly, at first, these were the only camera and microphone available to the group. Now, though, these are hardly necessary and we have several people playing on one computer. This connection has allowed me to watch children growing up, to interact with friends an ocean away in real-time, and really brought the game back. Technology has reached the point where these calls are like being in the same room. I love it.
It's also begun to move away from "almost as good as the tabletop" and towards the realm of "as good in a different way." Roomie can stay at his house, provided his connection is good. Our gaming can decentralize and shift from house to house without anyone needing to host anything. More, the centrality of the computer to the social interaction provides an added level of fun. Sometimes we "just hang out" talking on our microphones, sharing pictures, sharing youtube videos and so on. This is, to me, far more fun than watching Tony play video games, especially since those of us with the proper software can up and start playing a game together, if we wanted.
PDFs: This is a big one for me. I started collecting PDFs for two reasons: first, GURPS quit trying to publish most of its material in dead-tree form and started publishing most of its cool stuff in PDF, so I delved into the game with Dungeon Fantasy and Action like many of my GURPS compatriots. But more, crossing the sea with a thumb drive and a laptop was far easier than taking my entire collection (which often resulted in fees for excess weight). Since then, online gaming has pushed me to gather even more PDFs, and I've begun to prefer them to hard copies.
First, PDFs are far more searchable than hard copy books. If someone has a question about an advantage, rather than stop, dig up the book, flip through the pages, flip back and read it off to him, I just type in the name of the advantage and hit "next" until it shows up, usually two clicks. The amount of time it takes me to find a reference with a hard copy is measured in minutes, as compared to seconds with a PDF.
Second, PDFs are far more handy for computer gaming. I can have my notes on one side, Maptool on the other, and all of my PDFs at my fingertips in the bar below. I could not possibly show up at the Hobby Center with a stack of 20 books, but I can do so with my computer, easily and casually flipping from one to the other without ever moving my eyes from my screen.
Finally, PDFs are really portable and... I already talked about that. Uh... oh! PDFs allow me to gain access to little games I never would have heard of otherwise. Gone are the highschool days of hearing tales of cool games like Werewolf. Now, I'm at the forefront of totally sweet gaming, enjoying minisupplements and obscure games.
Maptool: Walter has demanded visual representation of all characters on the battlefield. When I pointed out that this was the first time he had ever asked for this, he didn't really have much of an answer as to why. I think, though, that it's become so easy, so cheap, to represent our characters online that his proper response could easily be "Well, why not?" It's totally changed how I see GURPS. I used to skip the tactical combat section, but now I find myself lingering there (Roomie hit a guy with 5 out of 15 rounds. Never occurred to me before to check to see if he hit anyone else down range). I used to miss NPCs and I could only handle so many of them. Now, they're just chits on a board, so it's easy to remember each and every guy, or to note how many characters you've killed, or to show you the sheer volume of enemies you face. I just discovered I can have tables at my game, something I can just click and have, say a hit location show up. Maptool makes complicated gaming easy and available in the same way that PDFs do.
I donated 5 bucks to them. I encourage everyone else who has enjoyed it to do the same.
The Computer itself: This isn't strictly limited to online gaming, but I noticed it then. My Exalted and WoD game existed primarily in notebooks that I have, since, lost. I can tell you the names of many characters, such as Lathe, Brand, Mithra, Sarah, Ashes and so on. There are several I have forgotten (Roomie's love interest. I can picture her, but what was her name as a Dynast and what was her name as an Abyssal?), little details that have been lost. Our WotG game, however, has every note, every NPC, statted, saved, archived and backed-up on several computers. I can't remember the name of the cute-sad eunuch-boy, but if I need to, I can look him up. This also allowed me to stat up people I never would have in the first place.
I'm pleased with computer gaming and it occurred to me the other day that running on tabletop would miss alot of this, which kinda makes me sad. I can keep the computer and the PDFs, but I'll loose the portability of the camera/microphone and the utility of Maptool and friends. Interesting how much technology changes your life and your hobbies.
The Joys of GURPS Gaming
We're in the third session now, and this is clearly the most extensive game of GURPS I have run in ages, certainly the first extensive 4e game. Some of the character of GURPS has begun to stand out to me.
GURPS Is Very Powerful: The first thing that stands out to me is the sheer power of the engine. When Walter complained about the lack of Vehicle support, I delved into the book and found the vehicle support. The same was true of our pop-up question. If we want to know something, the rules are there, just waiting to be found. GURPS effectively covers every situation I know of. It does miss out on some more obscure situations (designing guns for Quetzali is a little difficult), but it provides more support in those situations than most games do.
GURPS Is Reality Based: This is an obvious one to anyone who has played for awhile, but many games handwave rules and slip into a narrative mode. If a WotG character wants to carve his initials on someone, well sure, why not? In GURPS, though, the GM will ask "Did you take a skill for that?" Likewise, you cannot expect your character to just wade into battle and walk out alive. You have to think carefully. Most of the complaints I've seen in the game so far have erupted from arguments over how something would really work vs how it should work in a narrative game (I've been on both sides: Walter's complaint about the lack of vehicle support was reality based, Byler's complaint about being unable to just fling around a guy with a Judo roll before he got shot in the temple was narrative based). You don't have to stick to this model, but it's certainly GURPS's default mode, and if you don't explicity change things, this theme tends to leak back in.
GURPS Rewards Deep Investment: One thing I've noticed: most of my players don't know much about their technology. Roomie has probably researched the most about his character and actually knows at least one ammunition type by name (and uses nothing else), and knows what his drugs do. Nobody has really investigated or invested in the possibilities of the Radar system ("You mean the imaging radar can resolve people at a one-mile range?"), or the Computer system ("Can I get software to boost my Electronic Ops (Sensors) skill?"). You need to know what your character can do, all of his little powers and perks, like the back of your hand. This, incidentally, is what gives rise to accusations of GURPS twinkery: the average player just plays, while the twink investigates everything in the books, and thus comes up with ideas that nobody else would have come up with. It's also why having one well-behaved twink is a good thing, because they teach the rest of the players how to use the system. I'll have to remember that.
Corrallary of the Above: GURPS really is Complicated: Given that you need to spend lots of time figuring out how everything works, the reality of the situation keeps slipping in, and GURPS has so many little rules at your disposal that it can easily overwhelm someone. Compared to, say, the WoD, I'm still learning new things about GURPS, still working hard to gain full mastery of the system. WotG, I think, is comparable in complexity.
Fortunately, GURPS is Resilient: Obviously, I don't know the system, but even not knowing it, even making mistakes every session, the game is still very fun. Most of the games that I dislike, that I point to as problematic, easily break down if everything doesn't go exactly to plan. GURPS is designed without an explicit plan, so tends to cover a variety of situations well. You can't just walk into it and have it work like, say, WotG, but a relatively small amount of knowledge and a little GM fore-planning will ensure you can miss most of the book and still run a good game.
GURPS takes alot of Paperwork: Fatigue, Hitpoints, character points, lots of skills, facing, retreating by one step, when you can and cannot use Luck, and so on. It's no worse than WotG (which does most of its record keeping with Dice and Beads, but still), but I'm glad we're playing GURPS on the computer.
GURPS Rewards Patience: This is true both from a meta-gaming and in-game stand-point. One thing I note is how seldom players bother to aim, lock on and build up their modifiers. If they were, they would gain a huge benefit (the NPCs do this, and that's when they get scary). Likewise, I put Shawn on hold for his character so I would have time to design his loadouts and his template. Once those are designed, they are useful for anyone and everyone. Taking a little extra time before a game to get things set up really rewards the rest of the game with smooth, thoughtful play.
I Like GURPS: I've liked it for a long time, but much of that was based on the quality of supplements, rather than actual gameplay. Someone once asked us to compare RPG systems to women, and I likened both WotG and GURPS to girls I really liked alot but never had the time to date. I'm kinda glad I've taken the time to really get to know both, that I'm playing both, and that neither has failed me.
GURPS Is Very Powerful: The first thing that stands out to me is the sheer power of the engine. When Walter complained about the lack of Vehicle support, I delved into the book and found the vehicle support. The same was true of our pop-up question. If we want to know something, the rules are there, just waiting to be found. GURPS effectively covers every situation I know of. It does miss out on some more obscure situations (designing guns for Quetzali is a little difficult), but it provides more support in those situations than most games do.
GURPS Is Reality Based: This is an obvious one to anyone who has played for awhile, but many games handwave rules and slip into a narrative mode. If a WotG character wants to carve his initials on someone, well sure, why not? In GURPS, though, the GM will ask "Did you take a skill for that?" Likewise, you cannot expect your character to just wade into battle and walk out alive. You have to think carefully. Most of the complaints I've seen in the game so far have erupted from arguments over how something would really work vs how it should work in a narrative game (I've been on both sides: Walter's complaint about the lack of vehicle support was reality based, Byler's complaint about being unable to just fling around a guy with a Judo roll before he got shot in the temple was narrative based). You don't have to stick to this model, but it's certainly GURPS's default mode, and if you don't explicity change things, this theme tends to leak back in.
GURPS Rewards Deep Investment: One thing I've noticed: most of my players don't know much about their technology. Roomie has probably researched the most about his character and actually knows at least one ammunition type by name (and uses nothing else), and knows what his drugs do. Nobody has really investigated or invested in the possibilities of the Radar system ("You mean the imaging radar can resolve people at a one-mile range?"), or the Computer system ("Can I get software to boost my Electronic Ops (Sensors) skill?"). You need to know what your character can do, all of his little powers and perks, like the back of your hand. This, incidentally, is what gives rise to accusations of GURPS twinkery: the average player just plays, while the twink investigates everything in the books, and thus comes up with ideas that nobody else would have come up with. It's also why having one well-behaved twink is a good thing, because they teach the rest of the players how to use the system. I'll have to remember that.
Corrallary of the Above: GURPS really is Complicated: Given that you need to spend lots of time figuring out how everything works, the reality of the situation keeps slipping in, and GURPS has so many little rules at your disposal that it can easily overwhelm someone. Compared to, say, the WoD, I'm still learning new things about GURPS, still working hard to gain full mastery of the system. WotG, I think, is comparable in complexity.
Fortunately, GURPS is Resilient: Obviously, I don't know the system, but even not knowing it, even making mistakes every session, the game is still very fun. Most of the games that I dislike, that I point to as problematic, easily break down if everything doesn't go exactly to plan. GURPS is designed without an explicit plan, so tends to cover a variety of situations well. You can't just walk into it and have it work like, say, WotG, but a relatively small amount of knowledge and a little GM fore-planning will ensure you can miss most of the book and still run a good game.
GURPS takes alot of Paperwork: Fatigue, Hitpoints, character points, lots of skills, facing, retreating by one step, when you can and cannot use Luck, and so on. It's no worse than WotG (which does most of its record keeping with Dice and Beads, but still), but I'm glad we're playing GURPS on the computer.
GURPS Rewards Patience: This is true both from a meta-gaming and in-game stand-point. One thing I note is how seldom players bother to aim, lock on and build up their modifiers. If they were, they would gain a huge benefit (the NPCs do this, and that's when they get scary). Likewise, I put Shawn on hold for his character so I would have time to design his loadouts and his template. Once those are designed, they are useful for anyone and everyone. Taking a little extra time before a game to get things set up really rewards the rest of the game with smooth, thoughtful play.
I Like GURPS: I've liked it for a long time, but much of that was based on the quality of supplements, rather than actual gameplay. Someone once asked us to compare RPG systems to women, and I likened both WotG and GURPS to girls I really liked alot but never had the time to date. I'm kinda glad I've taken the time to really get to know both, that I'm playing both, and that neither has failed me.
Sunday, October 18, 2009
Frozen War Session 3 After Action Report
Treachery
Another solid session, I dare say better than the last.
The session consisted primarily of PC/NPC interaction for like 90% of the game, with a wild, swift and very bloody battle at the end (2.5 seconds of complete and total death for the other side). I find it interesting that my players respond best to these, as the first session reminded me much of that, while the second session was far more mechanics and had less of a visceral response, in my opinion. Even so, some players commented that it was "alot like NCIS," by which I believe they mean "It has a mystery!"
We're starting to hand out "Whiney" awards, and Byler earned it this time, though honestly, it wasn't as bad as last sessions. Even so, I note a trend: My players, while they most certainly love the hell out of this game, and others express interest in joining, they sure find alot to complain about during the game. Today, we had a gun against a player's temple, he attempted to throw the guy, and was shocked when he discovered that a man with a gun at your temple can pull a trigger faster than you can position your entire body for a throw. Fortunately for Byler, the guy liked him, so lowered the gun last minute and hit him in the shoulder (They were trying to recruit him). This did not stop Byler from wishing death on him.
The problem, I think, is that they have grown used to very high powered games: 7th Sea, Marvel, Weapons of the Gods, where character point totals would range from 500 to a couple thousand points. Let's be honest: putting a gun to Spider-Man's temple wouldn't slow him down, but putting a gun to James Bond's temple would (he'd surrender at that point). At 200 points, the players aren't even on James Bond's level, but I think they have a hard time grasping that mortality. GURPS is not a happy happy feel-good system, it's a lethal, scary system where mistakes can get you killed (and the thrill comes from repeatedly not dying as bullets are flying, as Roomie commented on as he waded through partisans completely safe in his armor. A critical hit might have killed him, incidentally, but I'm sure he'd point out that he could be struck by lightning too). So there's a tendency to approach every problem with a sudden, awesome act of violence or a big speech, and that doesn't fly as well in this game as it does in a supers game, and so there's a disconnect.
As Roomie mentioned, the players are still getting into their characters. They're still getting into the world too (Byler was far more conscientious of this during the first two sessions. It's easy to forget this sort of thing after a month of not playing). Still, the complaints lasted until he had a smoke, then he was fine, even happily commenting on the fact that even with, what was it, four bullets in him (He's taken the most damage in the entire game so far), he managed to subdue his attacker. If he hadn't passed out from blood loss, he probably could have kept going.
No serious rules problems. We used Maptool as an actual minis game at Walter's request, and it went rather well. I'm a little leery of getting too dependent on Maptool, but I must admit, it really highlighted some things well: I didn't forget anyone, provided they were already on the map. I was able to show the players how many enemies they faced, and they more cleanly stated things like "I spray my fire at those four guys," and the players got to see how fast a Quetzali in power armor really is (though I made a mistake: He attacked with his full skill, and that was a move-and-attack. I believe you can make that a Heroic Charge, which would have exhausted him even more, but that would also just highlight how much less endurance a Quetzali has, which I'm fine with).
There was a debate about Luck, though. Byler and Roomie both have a tendency to call out "Luck!" whenever a roll goes bad, and I called him on it, and there was a disagreement. The roll in particular wasn't that important (do you go unconscious now or later? Once you get out of combat time, it's basically certain a negative HP character will pass out), so that didn't matter much, but what about next time? What if I'm wrong and I disallow someone their luck roll in the middle of the battle because I mistake one player's use of luck for another player's use? I need to find a way to mark this. I'll look in maptool, and when someone calls luck, note on their character the time they can use their next one. Since maptool is already there, that's not very hard (just glance to see if they can).
Shawn wants to play. He claims he didn't make a character because "he heard this was going to be a one shot." I think the real reason is, as usual, a hypothetical game is less appealing than a game right in front of you, and listening to people battling and falling in love and kicking ass made him yearn to join in again. In a couple of weeks, the game returns to being hypothetical, so this fervor might not last. We'll see. Even so, it was very nice to hear him laughing and hanging out again. This is more the Shawn I remember from years back. Perhaps he's getting his groove back and pulling out of the depression that has been haunting him for awhile now.
EDIT: Woah, strange error. Anyway: Seems like I can add notes to PCs during Maptool, provided I add them to tokens. I'd rather add them straight to "characters," but this will have to do. This way, I just mark the time when their luck recharges, and if there is a question, check the time. If it has elapsed, they may use their luck again.
Another solid session, I dare say better than the last.
The session consisted primarily of PC/NPC interaction for like 90% of the game, with a wild, swift and very bloody battle at the end (2.5 seconds of complete and total death for the other side). I find it interesting that my players respond best to these, as the first session reminded me much of that, while the second session was far more mechanics and had less of a visceral response, in my opinion. Even so, some players commented that it was "alot like NCIS," by which I believe they mean "It has a mystery!"
We're starting to hand out "Whiney" awards, and Byler earned it this time, though honestly, it wasn't as bad as last sessions. Even so, I note a trend: My players, while they most certainly love the hell out of this game, and others express interest in joining, they sure find alot to complain about during the game. Today, we had a gun against a player's temple, he attempted to throw the guy, and was shocked when he discovered that a man with a gun at your temple can pull a trigger faster than you can position your entire body for a throw. Fortunately for Byler, the guy liked him, so lowered the gun last minute and hit him in the shoulder (They were trying to recruit him). This did not stop Byler from wishing death on him.
The problem, I think, is that they have grown used to very high powered games: 7th Sea, Marvel, Weapons of the Gods, where character point totals would range from 500 to a couple thousand points. Let's be honest: putting a gun to Spider-Man's temple wouldn't slow him down, but putting a gun to James Bond's temple would (he'd surrender at that point). At 200 points, the players aren't even on James Bond's level, but I think they have a hard time grasping that mortality. GURPS is not a happy happy feel-good system, it's a lethal, scary system where mistakes can get you killed (and the thrill comes from repeatedly not dying as bullets are flying, as Roomie commented on as he waded through partisans completely safe in his armor. A critical hit might have killed him, incidentally, but I'm sure he'd point out that he could be struck by lightning too). So there's a tendency to approach every problem with a sudden, awesome act of violence or a big speech, and that doesn't fly as well in this game as it does in a supers game, and so there's a disconnect.
As Roomie mentioned, the players are still getting into their characters. They're still getting into the world too (Byler was far more conscientious of this during the first two sessions. It's easy to forget this sort of thing after a month of not playing). Still, the complaints lasted until he had a smoke, then he was fine, even happily commenting on the fact that even with, what was it, four bullets in him (He's taken the most damage in the entire game so far), he managed to subdue his attacker. If he hadn't passed out from blood loss, he probably could have kept going.
No serious rules problems. We used Maptool as an actual minis game at Walter's request, and it went rather well. I'm a little leery of getting too dependent on Maptool, but I must admit, it really highlighted some things well: I didn't forget anyone, provided they were already on the map. I was able to show the players how many enemies they faced, and they more cleanly stated things like "I spray my fire at those four guys," and the players got to see how fast a Quetzali in power armor really is (though I made a mistake: He attacked with his full skill, and that was a move-and-attack. I believe you can make that a Heroic Charge, which would have exhausted him even more, but that would also just highlight how much less endurance a Quetzali has, which I'm fine with).
There was a debate about Luck, though. Byler and Roomie both have a tendency to call out "Luck!" whenever a roll goes bad, and I called him on it, and there was a disagreement. The roll in particular wasn't that important (do you go unconscious now or later? Once you get out of combat time, it's basically certain a negative HP character will pass out), so that didn't matter much, but what about next time? What if I'm wrong and I disallow someone their luck roll in the middle of the battle because I mistake one player's use of luck for another player's use? I need to find a way to mark this. I'll look in maptool, and when someone calls luck, note on their character the time they can use their next one. Since maptool is already there, that's not very hard (just glance to see if they can).
Shawn wants to play. He claims he didn't make a character because "he heard this was going to be a one shot." I think the real reason is, as usual, a hypothetical game is less appealing than a game right in front of you, and listening to people battling and falling in love and kicking ass made him yearn to join in again. In a couple of weeks, the game returns to being hypothetical, so this fervor might not last. We'll see. Even so, it was very nice to hear him laughing and hanging out again. This is more the Shawn I remember from years back. Perhaps he's getting his groove back and pulling out of the depression that has been haunting him for awhile now.
EDIT: Woah, strange error. Anyway: Seems like I can add notes to PCs during Maptool, provided I add them to tokens. I'd rather add them straight to "characters," but this will have to do. This way, I just mark the time when their luck recharges, and if there is a question, check the time. If it has elapsed, they may use their luck again.
Wednesday, October 14, 2009
My Crimson Fists



You guys have been asking to see my minis for quite awhile now. They're not finished yet, of course, and my camera has something wrong with it (the focus is off, for some reason), but Bee did manage to snag a few decent pictures of them. Alas, seen from the camera-eye view, I can pick out minute flaws I never would have otherwise. And for some reason, we can't seem to get a decent picture of the actual marines. I'd love to show off some details if I could otherwise, but for now, this is what I have.
So no, not on par with Walt's, obviously, but worlds better than my Templars or (shudder) my space wolves, I'm sure you'll agree.
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