Showing posts with label Steampunk Genre. Show all posts
Showing posts with label Steampunk Genre. Show all posts

Monday, June 6, 2011

Leonardo's Microscope

I've tried quite a few different rules-light GM-less games over the years (Off the top of my head: Microscope, Remember Tomorrow, Fiasco, Universalis, Rune, Baron Munchausen, and Pantheon), and I strongly feel that Microscope is the best of the bunch.

Microscope is settingless, and indeed that's really the point of it. In-game, you create a setting turn-by-turn, and then zip your focus around to various eras within that setting for impromptu scenes exploring it. In our experience, it was lively and wild, an excuse for everyone to ham it up... even the more usually quiet and passive players dove right in! I suspect it'd be hard to do an entirely serious setting and find it satisfying at your first go. Aim for humor and over-the-top cinematics in your first testdrive of Microscope, and it won't disappoint.

I read in a forum thread somewhere that Microscope works really well for alternate history since you have a common ground to riff off of, and thus plenty of inspiration. I'd like to submit our game as further confirmation of that observation.  Our setting began as just the concept of "Steampunkish alternate history where all of Leonardo Da Vinci's craziest  ideas work as imagined, and empower the Italian city-states to dominate the world." We opened right up with the cathedral-airship of the Anti-Pope pursuing the floating city of Venice.... and it just got crazier from there.  Assassination attempts against Empress Lucrezia; Sicily colonizing Japan; Napoleon leading the Genoese mammoth corps vs Baba-Yaga's lumbering mecha-bird-hut; analog computers stocking the Pope's personal bordello; and Venetians vs Zulu's at the battle of Beppo's Drift.

Like I said, it was a wild ride. Here's one of the tamer moments:
Click-click click-click. Vacuum tubes glow and fade, gears whir and ratchet. A large loom arm glides over the top of the machine, and then it spits out a punched card with rows of woodblock-printed letters across the top. His excellency The Steam Pope adjusted his lenses and regarded the message at arms' length.

It read: "Airship to Queen's Elephant 3. Checkmate. I am Deep Cerulean."
So as not to entirely disappoint those who expect me to be overly critical of every game system, I have a couple minor gripes I can air here. These are things I wasn't as blown away by as the rest of the system:
  • The mechanism that the victim chooses the success and/or consequences of the attack worked plenty well, but didn't exactly motivate anyone to mount an offensive. Some scenes that could have been dramatic or violent lacked tension because of it. We had enough wackiness and scenery-chewing to keep it fun, regardless.
  • Some scenes didn't suggest characters naturally. Especially since our group was large (the rules state it's for 2-4 players, but it worked smashingly well for our group of 7). You might think you're introducing a major character and then have nothing to do, or plan to play a background character and realize you're the only person representing one of the two factions involved in the scene.
  • The "point" of Legacies is not particularly clear, nor is the "point" of rating every scene as light or dark. Both exist just for thematic considerations, but masquerade as mechanics.  It wasn't until I carefully read the PDF the day after the game that I could be certain there wasn't anything more to them. I think this could be spelled out better in the rules... or that the virgin design space of making such things matter more in-game could be explored.
  • I think named characters could end up on cards of some sort. It's not really necessary, perhaps, since they might only be in one scene and have no stats, but I think a bit more to remind us they exist would have facilitated making them recur. Or perhaps we just could have done a better job of titling our scene and event cards to make the characters more accessible later. Without some way to record the characters,  the game definitely favors hamming-it-up and not taking things too seriously. Anything that fosters recurring characters and the time to develop them would help to reduce Microscope's need for grandstanding antics and outrageous humor.
Those are my four complaints, all very minor, and one of them was only an issue because our group was so large. Overall, I loved it, and I imagine it will get even better as we get more experience framing scenes. I'd happily play again without any house-rules, or with either of the following:

  1. For a large group, I think it might be a good idea to pack a dozen chess pieces along with the note cards. Four pawns and a king and a queen of each of two colors. When you introduce a character, you grab a chess piece. Pawn vs Royalty indicates whether or not you're a major mover & shaker in the scene. Color indicates which faction you're with for conflict scenes. That way, if you're the last person to introduce a character in a round, you can immediately tell if it's 5-against-1 and then choose to side with the underdog. No restrictions, just a tool for helping spot who your friends and foes are amidst the narrative chaos.
  2. If you find your group reluctant to take pot-shots at each other's characters given the mechanics, you might test out this variant: Have the person making the attack roll 1d6. On a "1" they get to narrate the results, on a 2 to 6 the target does (per the rules as written). That may make aggressive actions seem more worth it, without too badly subverting the point of the game. If using the chess-piece idea from the previous paragraph, you could even make it that the attacker wants to roll equal to or less than the number of chess pieces engaged in the attack. Just a thought.

Friday, July 30, 2010

FATE steampunk characters

My wife and I are playing in a very enjoyable steampunky alternate history game on Sundays. Our characters have been selected to take part in the first U.S. mission to the moon, which is happening in the late 1890's.

I'm such a thin-skinned perfectionist, I always find something to complain about even in a game I'm really enjoying. So let me get that out of the way:
  • I have some minor gripes about the FATE system, and Fudge-based games in general, but I think I'll mostly save them for another post. The system is somewhat lacking in granularity and gradation, and you never want to be the underdog.
  • The lack of a published setting means the players aren't really sure how far to take the steam-punk and pulp elements (the cliff-hanger of the last session suggests to me that the GM pictures both being more prevalent than we PCs have assumed thus far).
Those both are pretty minor complaints. The game is rolling along at a great pace, and our characters and situations thus far are pretty memorable. We've had to think on our feet, and narrowly avoided some dire fates.

Here's the stats for the character's my wife and I are playing:



My character is Basil "Boyo" Munsby.

Basil is a former member of a New York street gang. After getting in trouble with the law, he was ordered into the Navy by Judge that wanted to scare him straight. After he served his time, he decided to go prospecting for Gold. Instead of the yellow metal, he stumbled across a vein of Phlogiston, the rare mineral that the U.S. Government in the setting is now using to power it's expedition to the Moon.

As far as NYC street gangs go, the Bowery Boys were "pretty boys", and almost respectable. So, while Basil is clearly our adventuring party's resident cold-blooded murderer, he can still dress sharp and hide his psychopathic streak if he needs too. He's uncultured "new money", but at least he doesn't look out of place.

I either bribed or intimidated my way into this expedition, on the flimsy excuse that my experience mining Phlogiston will be useful when we get to the moon (which is clearly full of the stuff). So far I've mainly proved my worth by killing foreign spies that tried to sabotage or infiltrate our mission.

Aspects:
  • Half-Mad Bowery Boy: 2
  • Court-Ordered Military Service: 1
  • Phlogiston of the Sierra Madre: 2
  • "New Money" Adventurer: 1

Skills:
  • Confidence Man: +0
  • Dirty Fighting: +2
  • Fireman: +1
  • Intimidation: +3
  • Midshipman: +0
  • Mining: +1
  • Petty Larceny: +1
  • Politics: +0
  • Sense Treachery: +0
  • Survival: +2
The various criminal-related skills are mostly from his time as a hoodlum, but so is the Fireman skill, as the Bowery Boys ran a volunteer fire-department.

Survival and Mining are mostly from his time prospecting, but he had some rough situations out there in the wilds that further expanded his Intimidation and Fighting skills.

Midshipman was a mistake, and needs to be renamed. He spent some time on a ship in the navy, and I chose a word I'd heard but apparently always misunderstood. I thought Midshipman was an enlisted rank. Looking on the web now, I realize Midshipman is actually the lowest Officer's rank. I should replace it with "Seaman" or "Leading Seaman". I could believe that he's got what it takes to get promoted once while at sea (he's brave and focused), but he's not Commissioned Officer material.



My wife's character is Theresa White.

She's an inventor and engineer. I don't know much of her character's backstory. My wife is at work, so I can't really pick her brain right now, but I've got a copy of her character sheet. Here's what I do know about her PC off the top of my head: She's a published author on various scientific topics. She was the women's fencing champion at college. Margaret E. Knight is a colleague, friend, or role-model of hers.


Aspects:
  • Nine Impossible Things Before Breakfast: 2
  • Obsessed With Technology: 1
  • Unhealthy Curiousity: 2
  • Women's Fencing Champion: 1

Skills:
  • Alertness: +1
  • Athletics: +0
  • Electrical Guru: +2
  • Here's What I Need: +0
  • I'm Published: +0
  • It's Never Been Done Before: +1
  • Melee: +0
  • Phlogiston Specialist: +2
  • Technological Gadgeteer: +3
  • What Is That?: +1

In our second session she built some mechanical shackles with a 10-hour time lock, so I wouldn't have to kill the enemy that had surrendered to us. We were on an out-bound train, so as long as he couldn't get free till we'd reached our destination, we didn't need more blood on our hands. Or so she told me. :)




The rest of the play group includes a Pinkerton, a daredevil escape artist, a journalist, an employee of the Vanderbilts, and a young Smedley Darlington Butler. Smedley Butler is one of my personal heroes, so I'm kind of jealous that one of my fellow players had the idea first.

Our second session ended quite unexpectedly with the cliff-hanger of a dog-fight in space. We've been attacked by rocket ships from an as-yet-unidentified nation. Just when you thought it was safe to go into orbit...

Monday, April 26, 2010

High Scoring Vulgarity

Last week while my wife was convalescing from a back injury, we tried out a new little video game. It's called Clockwords. It's a little bit like Scrabble or other word games, but with a timer element that is represented by a battle between a steam-tech robotic weapon system and invading insects. It's actually pretty cool. Here's a link. She was bedridden much of the week, but she could still shout words at me.

Fun game. Very different from the sorts of games we usually play.

The majority of words you spell score probably around 50 points of damage. But I got vulgar, and it paid off. :) 394 damage from "Vulgarity". The yellow "R" is what did it, it made the 4 bronze letters explode while the evil insects were crossing each others trails.

Thursday, November 20, 2008

Not technically Space 1889

Since the theme of the Emerald City Game Fest was Steampunk, both games I played in were set in 1889.

The second of those games was actually in the setting of "Space 1889", the seminal Steampunk RPG. It did not, however, use Space 1889's mechanics, which, I'm told are a little clunky for a one-shot. Instead, he used a system called "Science vs Savagery". At first, I thought it was homebrewed, but half way through I realized it was derived from some of Ed Texiera's "2 Hour Wargames". In other words, it was a rules-light skirmish miniatures system, shoehorned into being an RPG. That said, it was a brilliant move by the GM (whose name escapes me, sorry), as it made for fast combat and simple character sheets.

Brief complaints: PCs were a little fragile, and we got knocked out fairly often. The "taking fire" reaction chart favored the target a bit too much. We kept getting charged by the winged monkees we tried to shoot - I would have been happier with them (and us) ducking for cover more often.

On the other hand, since his plot hinged on us barely escaping alive, and having to sneak and fight our way back, it worked out okay. He threw overwhelming force at us in the first fight, and faded to black once we'd all been KO'd. We woke up "left for dead" in the desert, with our airship moored to the badguys castle. Survive the desert, find the back entrance to the mesa, disrupt the villains plans to unite feuding factions of barbarians to overthrow Brittain, steal our airship back, sabotage or steal Blavatsky's invisible airship, and escape. All in a days work.

He also did a great job with his NPCs. Specifically, Professor Blavatsky! (which needs the exclamation mark to catch the character) will be with me for a while. I'm chuckling as I write that. Superb, very memorable.




I must say, I really took to the Space 1889 setting. Thomas Edison built a steam-powered airship and flew to mars, and the various colonial powers followed. Mars has some antigravity trees ("liftwood"), and there's apparently atmosphere in space, so you can literally sail from planet to planet. Liftwood airships are fun, adding the 3rd dimension to old-school naval battles is neat.

Like 7th Sea, it does a good job of blending familiar history with the mystery of supernatural/unexpected. The three martian cultures seem flavorful. As presented in the one-shot, the Canal Martians were roughly analogous to colonial India, the Hill Martians had Zulu and Native American influences, and the High Martians were Flying Monkees. Now, I suppose that could be interpreted as racism, but I'm confident it's not intended as such. I think the point is really to give you a hook on which to hang your concept of the various Martian types, so instead of being random anonymous aliens, they have a cultural niche. You get a starting point, but no smart-alec history buff (or armchair anthropologist) will be able to tell the GM how to run his game. That's my take on it, anyway. (It may also be that the Martians were grossly oversimplified for the sake of a 4-hour time block, I don't know.)




I ended up playing a largely forgettable character, which I now regret. I'd played a flamboyant noble dandy earlier in the day, and so wanted to try something else. I knew I was going to be a Native American warrior in the game I thought I'd be playing this week (going to a free movie instead, it turns out), so I passed on the opportunity to play a Hill Martian scout. I ended up as an airship crewman with a dodgy past, and I never really found the character. I had lots of fun, but I don't feel I contributed much to other peoples fun (unlike the InSpectres game, where I was on fire), which is regretable. I tend to over analyze and self-depricate, so I probably wasn't as dissapointing as I imagined. Still, I could do better, and did so earlier in the day.

InSpectres 1889

Each year Emerald City Game Festhas a theme. You get extra raffle tickets for running a game that fitthat theme, and I think there might be other incentives that I'm justnot remembering. This year it was "Steampunk". About a third to a halfof the games in the program were in-theme, as were both of the games I played in.

The first one I played in was Saint George's Arms. It was an InSpectres game, run by Sophie Lagace.I'd played InSpectres recently, with mixed results. That game had fallen flat, but that was largely the players fault, and seemed like the sort of thing we'd not have trouble with on our second outing, so I was tentatively excited to give it another go. We'd gamed with Sophie before, 3 or 4 times before she moved to California. It was pretty cool that she and Edmund drove back up here for the free con they'd helped create, and we were glad to see them.

Standard InSpectres is basically Ghostbusters. This was Ghostbusters in 1889, so we could do some steampunk. We ended up with minimal steampunkishness, but had a blast anyway. Sir Arthur Conan Doyle was found dead in his home, with possible occult causes, and so the Queen's own ghostbusters were called in to investigate. Sophie did a good job of creating an opening situation that was easy to grok (some sort of pixies or faeries had killed him) and riff off of. We lampooned the era, the spoiled gentry, the notion that England was the pinnacle of civilization and everyone else "savages". Lots of good tongue-in-cheekiness, and some zulu pixies.

InSpectres GMs get to sit back a lot, providing minimal structure and letting the players chew the scenery. Sophie did a good job of this, nudging us to new scenes when the plot slowed, calling for die rolls when needed, etc. Her administrative skills were showcased well. That sounds like a backhanded compliment, but I mean it sincerely. If the InSpectres GM assumes all the work will be done for them, the game can bog down in a morass of meaningless meandering subscenes or zip to premature conclusion due to a string of good rolls that should never have advanced the plot. For a game that is so player-driven, it actually takes a good GM to keep it rolling, and Sophie was definitely up to the task.




I played a flamboyant bit of puffery named Reginald Carter Fizzlebottom, Esquire, 58th in line to the throne. He was a talented athlete, a royal scholar, a foppish dandy, and a womanizing rake. Very fun. I'm a little worried that I've given Sophie a poor impression of me, though, as my two most recent characters in games she was present for included this windbag womanizer and a vampire with a host of undead brides. Oh, well...




As is the case with InSpectres, things can get a bit whacky. Our pixies ended up being zulu-pygmy-pixies. They had glowing teeth that left glowing bite marks. They had tiny blowguns with poison darts, but you had to get hit by several of the tiny darts to get an effective dose. Taking photos of them stole their souls. Killing them by traditional means would actually make them regenerate into bigger, nastier bodies. The sounds that we thought were zulu drums instead turned out to be dozens of pixies beating eachother to death to inspire their own metamorphosis into combat-form-super-pixies.

I'm now sold on InSpectres. I ordered a copy from my friendly local game story (Gary's Games), which should show up in a week or two. I'm even more excited for the third session of the game, since we have yet to really make use of the Reality TV narrative structure the game assumes, or the campaign rules, and I think both will boost the game to a higher level. As with Wushu, InSpectres is a game that needs a good group to make it fly, but if you've got good players it's an awesome little pick-up game. Check it out.