October 12

Dark Conspiracy fanzines

One area that Dark Conspiracy shone was the free fan created resources for it.  There were two free downloadable ezines available to read.

Demonground.

DEMONGROUND: Reflections of a Darker Future is a fanzine dedicated to supporting the genre of Modern Horror in roleplaying games.

The first nine issues were dedicated to Dark Conspiracy and later issues would cover a broader range of horror games.  Demonground seems to have stopped publishing over a decade ago.

Protodimension

Protodimension Magazine is a fanzine devoted to the wonderfully creative world of conspiracy horror role playing. It’s about the worlds.

This is a spiritual successor to Demonground and carries on the work laid down by it.

There is also one final area of support, a fan based website :http://darkconspiracytherpg.info/

 

October 10

Top 10 rpg list Number 2 – honourable mention

After publishing the post about Top 10 rpg list: Number 2 – Call of Cthulhu I realised I had forgotten the honourable mention, so rather than edit the original post I present to you a bonus post:

Honourable mention:

Dark Conspiracy

I had previously mentioned this game twice before, most notably in the #RPGaDAY post http://www.generaltangent.com/blog/2014/08/28/rpgaday-day-28-scariest-game-youve-played/ .

I have often regarded this as a forgotten classic of the day, what I loved was the background.  This was a world teetering on the brink of collapse; ecologically ruined areas, society divided into a class structure of the have and have nots.  Cities had effectively vanished and controlled by the corporations.  In some ways it is a bit like Cyberpunk for the attitude but the rest of the game exudes a 1930s depression era setting.  Technology has stagnated and even a simple thing like a telephone is the purview of the idle rich.

The game has gone through three editions with the first edition being the one that I purchased, a gorgeous black and white softcover book with some fantastic colour cover art.  Stylistically this is where I think the game shines; if you have a world that has become black and white then using a monochrome book does set the tone.  After GDW closed their doors, the game was licensed for a second edition which tidied up a lot of the information scattered in the first edition books and divided it into two players guides and two games-master guides.  The Master edition of the players and GMs books were slightly longer and had extra material.

There is currently a third edition published by 3Hombres Games I have as yet to give it a good read.

Character creation.

The first and second editions of the game used the same system that was derived from Twilight 2000 Second edition and while clunky in places it did give you an idea of your characters background.  Shortly after first edition appeared so did a GM screen with a booklet called the PC Booster kit and this gave you expanded backgrounds and migrated the game to the D20 system which was being used by Twilight 2000 v2 .  The booster kit also gave more information on the social classes so you could play the ultra rich nomenklatura, the middle class Mike or the lower class prole or if you desired it the rogue android.

Careers.

There were a wide range of occupations your character could take including the Cyborg Escapee, Doctor, college student, plus a bunch of military types imported from Twilight 2000.

Background.

Apart from what I mentioned above, there is a little more to the background that needs mentioning.  Humanity wasn’t alone; there were alien races that were working to subjugate mankind, entities from parallel dimensions bent on global domination and dark beings from Earth’s past.

Lester Smith also had a wry sense of humour when he wrote the book, there are a few Easter eggs to look out for, including the sunglasses that are popular among monster hunters.

Combat.

This section was also taken from Twilight 2000 and in the first d10 version of the game had an interesting rule for shotguns, you rolled a number of six sided dice and you got a hit for each 6 that came up.

Adventures.

There were a few published and they weren’t bad but a couple of misunderstandings did arise, the curse of American English I suppose 🙂

If you get the chance to pick this game up its worth a look but the system may seem very dated.

October 5

Zombie infection spread table for Savage Worlds

Recently someone asked me if I had a “Zombie infection spread table for savage world” and I have to admit that I didn’t, although a smarter person than me has already created a mathematical formula for it:

This equation could spell your doom: (bN)(S/N)Z = bSZ. That is, if you ever found yourself in the midst of a zombie pandemic.

That’s because the calculation describes the rate of zombie transmission, from one walking dead individual to many, according to its creators, Robert J. Smith?, a mathematics professor at the University of Ottawa who spells his name with a “?” at the end, and his students. Smith’s work has inspired other researchers to create zombie mathematical models, which will be published with Smith’s work in the upcoming book, “Mathematical Modeling of Zombies” (University of Ottawa Press, 2014).

http://news.yahoo.com/surviving-zombie-apocalypse-just-math-115916068.html

The person never asked me why they wanted such a detailed model.

I wouldn’t worry about such a detail as with most survival games I’d pluck a rough figure out of the air and use that to calculate the number of human survivors in an area.  For an urban environment I’d say 5% to 10% of the population have survived and go as high as 33% for wilderness areas.

I’ve always felt that the point of a good zombie apocalypse fiction; be it game, book or movie is to have fun and see how long you can survive before you succumb to the inevitable.

If you have any further questions, please comment or contact me and I’ll do my best to answer them!

Have fun and try to stay away from the hordes 🙂

October 4

October 2014 Blog Carnival: Things that go bump in the night

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An explanation.

In the previous post I described something that is mostly true, cobbled together from my childhood and sprinkled with a little artistic licence.  If I had told it straight it would have been an insight into nothing more than my psyche, a little embellishment though added the extra spice to it.

In case you’re wondering I did have that poster and it did freak me out each and every night it hung on my wall and it did eventually get replaced.

If you want to scare your players though, you do need to take something very familiar to them and spin it slightly; Hollywood has made fortunes featuring  haunted; houses, bottles, dolls, paintings, boxes and nightmares from beyond.  Heck someone made money from nothing more than two people in a house recording themselves on video cameras.

So a haunted poster is a great idea to freak your players out with; brought to life by the wishes and dreams of a small child, perhaps even a small demonic child 🙂 .  You could even say that the poster is a portal between two worlds and that when the stars are right; correct ritual performed in front of it or even certain times of the year, those trapped within the poster are free to wreak havoc upon the living.

There is an excellent scenario for Call of Cthulhu in a haunted house which works because of the set-up; it may or may not be haunted, that’s up to the Keeper to decide.

 

 

October 3

Top 10 rpg list: Number 2 – Call of Cthulhu

I first learned of Call of Cthulhu from reading the gaming magazine White Dwarf, this was in the day when all sorts of games that weren’t developed by Games Workshop were given column inches.

I was intrigued by this game set in the 1920s that emphasised investigation over combat and knowledge was the ultimate weapon; the problem being the more your character knew the quicker you were to losing them to insanity.

The premise of the game is that it is set in the writings of one H.P Lovecraft; a pulp horror writer who wrote about dark things in the universe and that man was an inconsequential being, a mere ant in the scheme of things.

As luck would have it I bought this game for under £5 as Games Workshop had lost the licence to print it in the UK and were clearing out there unsold stock of the game.  I got it, read it, re-read it and was a little puzzled to what the players were meant to do.

I gathered it was a horror game but this edition was the 3rd edition of the game and assumed you knew about Lovecraft’s creations and the Chtulhu Mythos.  As of writing this article, the current edition of CoC is the 6th and comes with the short story The Call of Cthulhu so at least you are given some exposure to the mythos.

Undeterred I talked to some friends at the games club I used to attend and they recommended to me the three volume compilation of his stories and if you want to know more I heartily recommended them to you.  Although I’d suggest you start with the second volume as these contain short stories and they’re easier to digest.

I learned many things reading these stories; most notably that Lovecraft was verbose and used a wide and varied dialogue in his books.  I also found at that most of the stories have a single protagonist rather than a group of two or more people as in the standard gaming group.  There was also some sort of unspeakable horror which would eventually cause the doom of the protagonist.  In this context I hesitate to use the work hero as victim seems a little more appropriate; most of the victims go insane or are consumed by something or other.

It took a while but I digested all three volumes and one other collection of works I found at a book fair and still had no idea of what to do.  So I bought some of the supplementary books I could find and managed to get a handle on what you’re meant to do.

In most fantasy games your adventuring party is in the pub and gets a plot hook to the adventure.  While CoC does have pubs the default setting for my edition was the roaring 20s during prohibition so pubs are few and far between.

Most CoC adventures start with one or more player characters getting a communication of some sort from an old friend, workmate, professor, librarian or family member.  You have known this person for a number of years, etc and are therefore trustworthy.  After meeting them you discover their situation and agree to help them.

I’ve always found a start like that to be a little on the weak side and the players may feel like they have been railroaded into the task at hand.  Some of the other scenarios have the PCs gainfully employed by an NPC, trying to get them to accept such a job can be almost as sanity eating as the mythos beasties you may encounter.

To try and correct this situation the last time I started a CoC campaign I used the World War One scenario No Man’s Land and had the characters members of the same unit.  So when I came to run the adventure the players knew the person in question as they had served with him.

Unlike many games, your character is likely to succumb to the aforementioned sanity eating things that man was not meant to know.  Call of Cthulhu provides you with two tracks; one for hit points and the other for your sanity, which erodes faster than hit points and is harder to recover.  It is imperative that if you want to succeed a CoC adventure you must learn to fold your hand and run for the hills if it all goes *poof* in a strange ritual that contacts something from beyond.

Despite all these things I still enjoy playing the game; a strong emphasis on investigation and copious uses of the Library Use skill are always in order.

As I mentioned before the game has remained relatively unchanged between editions, some of the changes are for the best while removing the Linguistics skill I feel was short sighted.  The smaller the group, the less resources you have to fight the mythos and while having individual languages may be realistic it means you have to spread a thin number of points over different languages.

Character Creation

Creating a new investigator for CoC is relatively easy and having access to the double page spread in the later rulebooks helps smooth things out.  Having access to a character creation program is even better and can speed up the process considerably; plus some of them can produce spiffy looking character sheets.

The system boils down to rolling a handful of dice for the character, calculating secondary attributes, picking a profession, selecting skills, spending extra points on non-career skills, rolling for money and buying some possessions.

Mechanics

This is another area where the system works, skills are rated in percentages and trying to achieve something is as simple as getting under the listed percentage.  Whether you are shooting a gun, casting a spell or trying to run away it uses the same core mechanic.

The other area where I think the game has problems is the tomes of the mythos; these ancient books contain vast amounts of forbidden knowledge and power at the cost of more sanity.  The trouble is that these books takes weeks or months to study before you can comprehend the information; this is somewhat in keeping with the stories but doesn’t help if the adventure you are playing in requires a spell or ritual to complete it.  The game designers came up with rules for skimming a book which for me was a kludge that didn’t sit right with me; three hours to learn the spell or ritual to defeat the unspeakable horror from beyond seemed a cop-out.

Other eras.

As I said before the default era is the 1920s and Chaosium have released other supplements detailing other eras; Cthulhu by Gaslight which is the 1890s and the modern era.  The 6th edition rulebook details them at the cost of pages that used to contain background for the 1920s.

I shall look at the other eras for this game later on this month.

October 2

October 2014 Blog Carnival: Things that go bump in the night

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This months carnival host is Scot Newbury http://ofdiceanddragons.com/october-2014-blog-carnival-things-that-go-bump-in-the-night/ .

This is a true story……

I shared a room with a monster.

Many years ago when I was much smaller I had a nice inviting bedroom to live in and things were good; it was a happy place for me to live and play with my toys.  The downside was that we lived in a block of flats and my parents really wanted a house of their own to live in.

One day they got their wish and we moved into a new terraced house in a new estate and initially things were good.  Until I got some new posters.

At the time the Muppet Show was a very popular show in the UK and I loved it to bits, so imagine my surprise when my parents got me a Muppet Show poster featuring Dr. Teeth and the Electric Mayhem, with a shot of Animal grinning inanely into space.  I liked that poster and it faced my bed; slowly as time wore on I thought that the smile was merely a façade, I could see the evil grin every night and I became convinced that he was watching my every move.

It didn’t help that his eyes seemed to follow me around the room.  Each night I would stare at this demonic creature convinced that one night he would detach himself from the poster, slowly walk over to me with his three legged gait; before slowly consuming my soul.

As the months wore on I got increasingly frightened by his countenance and made excuses to try and delay going to bed, each time I would peek around the door and stare at this thing leering back at me.  I guess I could have asked for the poster to be taken down but that would have been wrong of me to do so.

The insanity raged for a few more months, I was starting to believe that the image was whole and that Animal was there just holding his head up like you do for those sea-side cut outs where you poke your head through.

Then one day I snapped, I managed to convince my parents that the posters were getting tatty and they replaced them with posters of the A-Team instead.

The real terror was to be had later on after the posters had gone and been rolled up into a cardboard tube.  Our house was relatively new but still had a few quirks.  I became more aware of a ghostly sound; footsteps from the loft.  I was the only one who could hear them each night and they sounded like something was prowling about up there; I imagined it was Animal trapped in his prison seeking vengeance on me.

The whole sage came to a dramatic head shortly afterwards when the water tank burst and that’s when I realised I had heard water dripping into the tank; normality seeped back into my life and I went on being a happy child again.

I even found my stored posters and unravelled them to look at them and reassured myself that they were normal posters; until I got to the picture of Dr. Teeth and the Electric Mayhem, they were all still there looking happy as ever, but where Animal should have been was just a black empty void……………

September 30

Cartoon RPGs

Being sick seems to have sparked my creativity somewhat and coupled with an email about Cartoon Action Hour Season 3 I thought I’d write a few words about cartoon based roleplaying games.

The great thing about cartoon games is that unlike most games you can throw all the rules out the window and instead rely upon cartoon physics and sensibilities.

As such some gamers tend to look down upon these games as they aren’t really sensible but can be a lot of fun to try.  The shocking thing is that there doesn’t appear to be many games that play with this genre; the great grandaddy of them all Steve Jackson Games Toon, http://www.sjgames.com/toon/ and Cartoon Action Hour http://www.spectrum-games.com/cartoon-action-hour.html .  There is also Big Eyes Small Mouth but this seems more suited to anime gaming than emulating the Saturday morning cartoons of my youth.

Toon.

I first found the original Toon game and its supplements in my friendly local game store Games Unlimited.  I was able to afford the all the books and I was able to read them all on my way home on the bus.  The game was a revelation to me; well that shouldn’t be too much of a suprise as I was new to the hobby and all new games were an eye-opener!

I did try to play it with my group at the time but I didn’t have any takers as none of the players were interested in it.  It wasn’t until I meet up at the Twilight Zone comic shop where two people were trying to start up a games club did I find any takers.  The game proved to be popular as the fast character creation rules made it easy and you could run one-shot adventures in an evening.  I had at this point upgraded the single books into the later books that complied the material into a single volume plus an additional setting book.

Characters are defined by a set of fixed attributes and skills and uses a single d6 for resolution.  This also leads to one of the frequent abuses of the system, in cartoons you can be completely oblivious to a situation until you’re made aware of it; this caused many players to assign a 1 to their intelligence so that they can be oblivious to anything.

Toon has been long out of print but it can still be had a pdf from the e23 webstore.

 

Cartoon Action Hour.

Currently in its third edition this game seeks to continue the tradition of cartoon gaming. The pdf is a riot of colour and is well laid out with plenty of advice given in the body and sidebars of the book.

Rather than having fixed stats characters are defined by their traits and qualities which adds more of a free form nature.  The game seems to be very solid and robust and makes use of the forgotten die in the gamers dicebag, the d12!  To round off the genre simulation of the Saturday morning cartoons of the 1980s there are also rules to cover what happens during a commercial break.

I’m also rather pleased to see that the game is very well supported by supplementary material and other campaign settings.

I’d certainly love to give this a good read through and play with the right group as it looks like a lot of fun.

 

Big Eyes, Small Mouth or BESM

This is a very strange beast of a game, relying upon three stats and either a roll under or roll over mechanism depending on the edition.  You can pretty much create anything you want with this system which seems to emulate the anime genre.  I’d love to comment more on anime but all I’ve really seen is Akira or Ghost in the Shell.  I suppose you could pull off Battle of the Planets using it but the version I have is a rather slim book with just the rules.

I understand that there were supplements produced for it but I heard about the game long after it had ceased printing and trying to find these books on the second hand market is tricky.

September 29

Campaign idea: Go to jail, do not collect $200

At the moment I’m sick and not so I’m trying to keep myself entertained by watching movies; sometimes these films inspire me to come up with an adventure idea, in this case the film is Escape Plan.  The premise is simple, a person who has the ability to break out of prisons.  So why not spin this on its head and present the setting to the players and allow them to plot their escape.

So I got to thinking, how many campaign settings do I know of that use a prison as a backdrop and there are surprisingly few.

Sub-Attica

Dream Pod 9 devised Sub-Attica for Cyberpunk is one such book, a prison created miles beneath the waves, the ultimate objective for the players is to form an escape plan and break out.  The setting is very well detailed complete with a colourful array of personalities for the players to interact with. This is probably one of the more traditional settings for the players to work with and has plenty of opportunities for role-playing.

Abandon All Hope

By www.rpgobjects.com is another prison setting, this time the characters are violent criminals incarcerated aboard a giant spaceship which slips through a dimensional rift.  Here the adversaries are robots, mutants, other inmates and things that have come aboard during the dimensional slip.  Unlike Sub Attica there is no chance of escape; the players have to survive for as long as possible.

Death Valley Free Prison

Was originally another Cyberpunk style setting but this was written for the old Iron Crown Cyberspace system.  This is probably the more open of the three settings, a sandbox world full of opportunities for the players and not just working out a way of escaping.

Set in a prison constructed from Death Valley there are more than just inmates here; some people willing settled within the walls and eke out an existence.  The whole theme is very much inspired by Mad Max.

My idea.

If I was to come up with a setting then I would set it in the future and base it upon the idea of a penal colony.  The player characters would be dropped there on a one way shuttle and then would have to find a way to survive.  I did plan this as a surprise for my players with the Star Trek Colony game.

No matter what route you go down, in the end the players have to escape their jail.  While a closed setting with an escape proof prison may sound like fun, I know I would soon lose any motivation to play the game.

Category: horror, RPG, sf | LEAVE A COMMENT
September 28

Feng Shui 2

Feng Shui was one of those games I always wanted to play but never had the chance to do so.  It ticked so many boxes for me; a multi-genre war for reality; mixed parties of different genres and a light rules system which sounded perfect.

The book has had a bit of a chequered history as the full colour first edition was supposedly sold at a loss.  So each copy sold cost Daedalus Entertainment money and that’s not the way to run a business.  The second edition was a more reasonable black and white edition but compared to today’s modern games the layout looked a bit dull.

I did eventaully get around to playing this game at Killercon in Runnymede a long time ago and had a lot of fun with it.  Our group was tasked to recover a crystal skull before it fell into the hands of Nazi Germany.  The adventure worked really well and the game hurtled along; just the sort of convention game I like.
I was somewhat surprised to find that there is currently a Kickstarter project under-way to fund a second edition of the game and I am interested to see what it looks like.

You can find the Kickstarter link here : https://www.kickstarter.com/projects/atlasgames/feng-shui-2-action-movie-roleplaying-game-by-robin

September 24

GM Merit badges

Over at http://elthosrpg.blogspot.co.uk/p/gm-merit-badges-list.html they are discussing the concept of merit badges for Gamesmasters.  I don’t remember how I first heard about the site but I think it’s an interesting idea; you can indicate where your gaming preferences lay and announce them to the gaming community.

The only downside I can think of behind this is that the individual GM gets to select their badges and not their players, you may think you’re great at improv but your players have other ideas 🙂

 

So without further ado, here are my badges:

Hover over each badge for an explanation.

If you want to pick your own, this webpage has a script that will allow you to select your own: http://restar.gorodok.net/gmbadges/gmb.html#en

Category: RPG | LEAVE A COMMENT