Showing posts with label Syncretic Bisociation. Show all posts
Showing posts with label Syncretic Bisociation. Show all posts

Tuesday, March 29, 2011

Burying 3:16

Friends, Terrans, Troopers... I come not to praise 3:16, but to bury it... and I say that with slightly less irony than Marc Antony.  Our campaign of 3:16 Carnage Amongst The Stars has come to an end this past Sunday. It was a good game, it was a crazy game. I'm a little sad to see it go, but also very happy to have played it through to a logical conclusion and gotten clear without the rules collapsing too badly. In retrospect, it went about as well as anyone could hope for.

For the first few sessions, the weirdness of the rules were a huge source of delight. The narrative freedom granted by the combat system was a nice change of pace from more crunchy systems, and the gung-ho military setting was sufficiently unlike anything any of us had played recently. It took just half a session to get the hang of it, and then everyone was having fun. I'd planned to run a short campaign of 6 to 8 sessions, but we enjoyed it enough to play 17 sessions.

Ultimately, though, the weirdness of the rules was exactly why the campaign could not be sustained any further. I find myself very skeptical of the notion that the later stages of the campaign-game had ever been playtested, as I found numerous problems that needed attention. Here's a few specific nits to pick:
  • When PCs are 90% likely to succeed at anything, kill hundreds of aliens per action, and never take any damage, the game gets a little weird.  And since you roll so few dice per session or combat, there's often 1 player that gets punished by the randomness while everyone else flies uninhibited. You just don't roll enough dice for "the Law of Averages" to ever kick in.
  • The game has just two attributes, and they are completely unbalanced. For a one-shot, FA is the be-all-end-all bomb. In campaign play, however, FA is a far distant second-place to the NFA that gets you promoted and keeps you equipped. Early gaps in stats or firepower can make someone feel useless until they fix it... which takes about 10 sessions' efforts to level the playing field.
  • Since stats can be so low at the start, you're inclined to keep the modifiers small and sparse. (-2 is pretty hefty nerfing when your stat is 3.) Due to the competitive nature of the game (kill count gets you levels and promotions), the GM has to be very careful with applying such modifiers fairly and evenly. My wife was playing, which makes fairness (and appearance of fairness) trickier, so my solution was to almost never called for modified rolls. But late in the game, that lack of modifiers means the PCs can shoot for the moon and hit it 90% of the time. 
  • The jump from 3d10 kills to d100 kills is huge. Once one player has it, everyone else will rush to catch up, but for some characters (ironically, those with the highest initial Fighting Ability) bridging that gap can take nearly a dozen frustrating sessions.
  • Most alien abilities are useless, but the few that aren't are positively devastating; Most sessions have an utter lack of tension, but then a killer power comes up in the next session and you have a pressing imminent threat of TPK in scene after scene. 
  • Planets can have raging volcanoes, toxic environments, and electrical storms that provide plenty of flavor but no mechanical effect. And they have to have no mechanical effect, because some of them would otherwise be instant killers if the PC's armor got a single crack.
  • Speaking of armor, the health levels are wonky too. Power armor protects you just once per planet, while the flesh of your body can take 2 or 3 times as much damage as the armor did and heals between fights even if you're captured or isolated. 
  • The APC and the Dropship do basically the same thing, but use none of the same rules to accomplish it. Ultimately the preference between them comes down to flavor text for everyone but the one PC who's driving, and that PC would much rather be firing their own heavy weapon.
  • Kill counts are hard to grok when the aliens are swarms, incorporeal, giants, sentient planets, etc, all of which come up pretty often. Just as bad is when the alien power is "Stop Technology" so the gun-cams and computers you'd been narrating for 15 sessions suddenly stop working, but the mechanics and medals still need an ongoing count. Down on the planet, I'm killing as many as 4d100 aliens per turn, but if I collapse a star with a missile and wipe out a civilization it only nets d10,000 kills? 
  • The math works well enough to sustain the game elements, but not to suspend the disbelief.
Despite all those complaints, we had a blast. Not just one blast, but 17 sessions of repeated blasting.  We ended on a high note, with everyone enjoying themselves (and all agreeing and intuiting this was where it had to wrap up).

So how'd I make it work in the face of all that? I just dialed the weirdness up to "11". Once it was clear that things were going to get hard to swallow, I started putting in little hints that things were not as they seemed. I made the game setting as surreal as the rules were unbalanced.  For a while, the PC's theories were that maybe they were being drugged or tested on VR by high command, or they'd been captured by aliens and put into a hallucinatory mindscape for brainwash or interrogation purposes. And then slowly they came to accept that maybe the PCs were just crazy. I structured a scene or two as if they were playing Power Kill instead / in addition to 3:16. I stole ideas from Shutter Island, Suckerpunch, and Lost Highway. I made overt references to 60's and 70's acid rock, and to the works of Lewis Carrol. That provided plenty of cover to hide the stranger properties of the game system.

Our final scenes were taking place on several different realities. They were simultaneously killing aliens, getting therapy in a 20th Century mental hospital, and being interrogated by a Jack Bauer type from the Department of Homeland Security who wanted to know where they'd hid the dirty bomb in downtown LA. The PCs faced off against the Brigadier (and each other) for a final confrontation in the launch bay of a Starkiller Missile. When one of them made an NFA roll to launch the missile into the nearby star, we all wordlessly knew this was the final combat of the game. The fight morphed into a car chase on the streets of LA with a mushroom cloud in the background.

At the end of that fight/chase (which ended with three players using Weaknesses, and one using a Strength), I let everyone narrate their own epilogue about how things resolved in whichever reality (or realities) they wanted.  A few of these epilogues strongly contradicted one-another, which we all decided was perfectly as it should be.

Monday, March 21, 2011

Planet Pollock

Yesterday's session of 3:16 Carnage Amongst The Stars went rather well, despite some big interruptions (relatives calling in the middle of the game), and a patently absurd Alien Power.

Planet Name: Pollock
Planet Description: Forest
Alien Description: Sentient Planet
Alien Power: Stop Technology

Some tough choices on the planet description, based on what little is left to me on the charts. Pretty much all that's left are the things I'd intentionally put off.

Sentient Planet was avoided until now because it didn't particularly mesh well with the kills system, and what they represent in game. Since PCs gain medals and level-ups based on number of kills, exactly what counts as an "alien" and what counts as a "kill" is important. If literally the whole planet is out to get you, then every tree, blade of grass, or songbird could be a kill. That was a can of worms I didn't want to mess with when the campaign was just getting going. At this stage in the game, though, we have no illusions about the mechanics. They don't particularly represent any sort of reality you can apply logic too, and we all know it. As a result, I didn't have to worry much. Everybody took it in stride that they were getting the normal kill counts despite such a target-rich environment. Man, this game is weird.

Stop Technology is an alien special ability that I specifically held off using till late in the campaign. I figured the ability to shut-down TPK Bombs, Kinetic Energy Fields and Drop Ships used by high-rank late-game PCs was a lot better than just knocking out the meager arms of early-campaign Troopers. In retrospect, I'm not sure that was the right decision. For one thing, the point of going up in rank is that it unlocks all these cool "toys", so taking them away (even for a session) is more frustrating than fun. Plus, it wasn't as effective as I'd imagined it to be. This deep into the campaign, the PCs have really high FA and NFA stats. So, taking their guns away didn't do much. The PCs won the dominance rolls, and would set the fights at Close where they could use Hand-To-Hand. They then succeeded with nearly every attack roll, so the fights were short and favored the PCs just as much as normal.  Had I sprung "Stop Technology" back when the PCs stats were lower, they would have had to retreat or expend a lot of flashbacks. Using it late in the campaign, the only real impact was on the kill-count.

 Like "Sentient Planet", "Stop Technology" also reminds us clearly how the game rules don't represent reality well. There's dozens of questions that one needs the answers to in regards to this ability, but the game doesn't offer any answers. If my power-armor is shut down, am I immobilized? If a drop ship is "stopped", does it crash and kill everyone?  If our technology is stopped, can we still call an Evac or Orbital Bombardment? It gets even weirder when you try to apply logic to how or what is stopping the tech. EMP effects seem likely to shut down computers and vehicles, but probably wouldn't stop a slug-rifle (we decided it must have an electrochemical solenoid trigger). Some sort of air pollution or environmental effect shouldn't stop air-tight items that worked just fine on atmosphere-less asteroid belt or beneath the surface of the water planet a few sessions back. There's a lot of hand-waving in your typical 3:16 session, and this power just amplifies that. Suspension of disbelief takes some effort.

Which is why I've been putting in sub-threads and hints (sometimes really overt hints) that the PCs are actually insane. This session was tied for the most overt and unsubtle I've ever been. The PCs now have reason to believe they might actually be in an mental institution. Various "PTSD hallucinations" they've been having suggest they are actually being interrogated by FBI and DHS heavies. I gave them the Jack Bauer treatment, as a gaggle of officials at the insane asylum tried electroshock therapy, drugs, and torture to get the PCs to reveal where they put the dirty bomb that endangers 10 million residents of LA. At this point, I slide back and forth between these two realities, with the PCs either fighting aliens on a distant planet, or being interrogated in the looney bin. The clock is ticking in both realities. At the institution, the Homeland Security guys worry that the bomb will irradiate the city if they can't get some useful info out of these insane terrorists. Out in space, two PCs are now Colonels, and have access to Starkillers.

For example, while fighting the wildlife of the Sentient Planet, one of the PCs climbed out of his disabled power-armor, and went hand-to-hand with a flock of birds. Meanwhile, another PC was talking to the Brigadier. But then the brigadier was replaced by an FBI special agent, who grilled her about the bomb. An orderly entered the room (wasn't this a forest a moment ago?) and interrupted the interrogation with the news that one of the other inmates was naked in the courtyard attacking the pigeons again.

Sunday, January 20, 2008

Mystery-Cult Etymology

When I was a kid, I read tales of Centaurs (half-horse, half-man) and Minotaurs (half-bull, half-man) and assumed they had something (other than Greece) in common. Foolishly, all throughout my youngness, I assumed "-taur" must mean "half-man". How very silly of me.

These days, I understand the Harryhausenian tales of my youth a bit better. I know that the Minotaurs roots are "Minos" and "Taurus" - it was, after all, the Bull in the labyrinth of King Minos.

Yet, applying the same logic to the other creature just didn't seem to work. Centaurs aren't bulls, they're horses! Then I realized, it's just a case of the doubled "t" being dropped. Cent-taur. I now see that the name was intended to let us know that the original story was merely a parable or metaphor. It wasn't a true tale about real creatures. Instead, it was 100% bull.


P.S.: Don't confuse Etymology with Entomology. They sound similar, but mean totally different things. One's about bull-centipede crossbreeds, the other is about those tree-guys in Lord of the Rings.

Liminal Beings

Today's vocab lesson: The phrase "Liminal Being" is mostly just a fancy way of saying "hybrid" or "crossbreed". However, it has very exacting implications in mythology and science fiction.
a liminal being is a fantasy character that combines two distinct states of simultaneous existence within one physical body. This unique perspective may provide the liminal being with wisdom and the ability to instruct, making them suitable mentors, whilst also making them dangerous and uncanny.
That wikipedia entry goes on to provide a list of Liminal Beings such as centaurs, cyborgs, ghosts, Merlin and Spock. Think I need to strive to work this into my Scion campaign. Liminality is a tiny bit akin to Bisociation, and (as a technicality) all Scion PCs are, by virtue of mingled divine and mortal blood, Liminal Beings. (I say it's a technicality, because in Scion your mortal blood doesn't really provide you with any benefits at all, and is eventually overpowered by your inner divine nature.)

Saturday, January 19, 2008

Air Raid in 1917?

So, I'm over at wikipedia, doing some research on Cleopatra's Needles for tonight's Scion game. And it says that the damage to the base of the Needle in England is from the first German air-raid on London in WWI, from September 4th, 1917. How can that be?

I'm guessing it's gotta be another case of wikipedia just gettin' it wrong*. If any history buffs out there read this, and can explain to me some bit of WWI history I've been ignorant about previously, please chime in via comments.

In the meantime, however, I'm thinking I may just use it. Scion is already Syncretic and Bisociative. Things have multiple conflicting meanings, and thus events can occur in more than one way. So, I could probably just say the damage was done in 1917, 1941, 12AD, and 1338BC too while I'm at it. Gin up 4 back-stories and present each from a different NPCs perspective. That's assuming I can come up with a couple of cool stories and some way to make it matter in the Narrative.

More important is the Touchstone the Needle needs to be. Spend a Legend to travel to some spot in the Egyptian Underworld, from there spend a Legend to move to London, Paris, New York (locations of the 3 needles) or Alexandria (Location of the Caesarium, the temple that used to house the needles).


*: In 1917, military airplanes were biplanes, with very restricted ranges. When a plane made a bombing run, it was by the pilot dropping a hand-held bomb off the side of the plane. How could a 1917 wooden biplane possibly carry enough bombs across the English channel to make such a raid worthwhile? The Blitz was in WWII, nearly 30 years later. It was a big shock when the Germans accidentally hit civilian targets. European papers made a huge deal of it. Hitler saw this as a chance to demoralize the British, and so ordered later intentional civilian strikes. This foolish change in tactics, hitting civilians instead of airstrips and radar towers, is what allowed the RAF to pull out a win against incredible odds.

Sunday, December 30, 2007

Bisociation in Scion

Posted a slightly different version of this at the white-wolf forums in response to something earlier today.

Mythology is rife with Bisociation. Bisociation is a term coined by Arthur Koestler. It refers to when something has multiple meanings and/or realities at once. It's somewhere between metaphor and contradiction. It's what powered Gnostic mystery cults in ancient days. It's superficially akin to Syncretism.

Examples relevant to Scion:
Saturn is both the barbaric Titanic father of Zeuss (aka Chronos, who ate his own children) and the merrymaking fun-god that Saturnalia celebrates. He's also the god of planting and growing grain.

Loki is both a Giant and a God. He is both a good guy and a villain. Both a humanoid and fire itself.

Most gods have multiple contradictory avatars. This is doubly true after the Romans got their hands on them. Most are also in some way metaphorical.

Helen of Troy's parents were Zeus and Leda (according to Homer and Euripedes) or Zeus and Nemesis (according to Asclepiades and pseudo-Eratosthenes). She was abducted Paris, went willingly with Paris, fled to Egypt instead, and was abducted by Theseus, depending on the author. Troy itself lies in Turkey, Greece, and England.

The holy grail is the chalice of the last supper, the cup that caught Christ's blood, the philosopher's stone of paganism, (the secret child of Christ and) Mary Magdelene, and the Merovingian bloodline. It was found by Galahad, the Templars, Indiana Jones, and Tom Hanks.

The sun is a mass of incandescent gas, Apollo's Chariot, Horus's golden barque, a bright flaming diamond orbiting the earth in a crystal sphere, just another star, and a giant nuclear furnace.

Horus, Jesus, and Mithra were all born of Virgins on the 25th of December. Christmas roughly coincides with their births, Viking Yule, Roman Saturnalia, the Solstice, and the time when Jolly Old St. Nick (not to be confused with Old Nick, unless you're really messin' with the PCs) shimmies down chimneys.

The trick to using Bisociation in Scion is to except every mythic metaphor as truth. When the players point out the contradictions, acknowledge them out-of-character, but be brief and vague about it. "Yes, that does seem to contradict, doesn't it? I wonder what that means." Fate has tied everything together in ways that make objectivity impossible.

In-character, mortal NPCs each pick a single truth (or are just clueless). Gods accept every contradictory truth from their own pantheon's point-of-view, and the Norns accept multiple trans-pantheonic truths. All other NPCs fall somewhere between those extremes.

Further reading: The best article on relating Bisociation to gaming is Kenneth Hite's "Two-World Minimum: Bisociation and the Art of High Weirdness" which originally appeared in Pyramid, but is reprinted in Supressed Transmission: The First Broadcast

Monday, December 17, 2007

Groeg ydy a what the heck does that mean?

Groeg ydy abar a ognise bod 'n lladdedig ail a ail
To get that, I took a quote from an archaeologist: "Greece is a corpse that must be [killed? murdered? buried?] again and again", and I ran it through an English-to-Welsh translator. It certainly wasn't 100% historically accurate for me to put it into modern Welsh, but it was the closest-to-accurate translator I could find in the time I had available.

Nowadays, that same translator site refuses to put it back to English, so I'm missing one critical word mid-sentence.

The original quote was a comment (by Sir Moses Finley, if I recall correctly) on how historical evidence in the Mediterranean does not support the idea of the events of the Illiad happening during the lifetime of the Greek civilization. He was arguing against the view of Hisserlik being Troy. Iman Wilkens references him in "Where Troy Once Stood".

I've always thought that Iman Wilkens' Troy-In-England would be a really cool time & place to set a game. So it was only natural that my time-travelling PCs would have a layover there. Since I'd only have 1 or 2 sessions to explore it, I needed to focus on communicating the concept, not aiming for historical accuracy.

Here's some relevant links about Wilkens' research and ideas:
I wrote my own summary of Wilkens' theories in a post on repeatedexpletives.
Wilkens' own site which goes into a lot more detail on Troy as an ancient Celtic Oral Tradition that the Greeks merely adopted.
Wikipedia has a decent-enough article on Iman's book, though the various editor's biases show through in places. The contrast from section to section is somewhat amusing.

Tuesday, December 4, 2007

Interpretatio Graeca

Just stumbled across this wiki page that has some interesting gaming applications. It discusses Interpretatio Graeca and Interpretatio Romana, two specific examples of Syncretism.

Most directly applicable to gaming is this chart that shows the gods held in common by ancient Greeks, Romans, and Etruscans. It's useful for Scion, GURPS Imperial Rome, Fulminata, etc.

Monday, December 3, 2007

Syncretic Gaming

The Scion RPG, with it's sexapantheonic foundation (Greek, Norse, Voodoo, Japanese, Egyptian, Aztec) and tertiary embracing of urban legend and modern society as well as other myths and pantheons, is a robust example of Syncretism. That's my word for the day.

While the word is new to me, the concept isn't. I've often explored such a philosophy in my gaming, blending genres and picking tools from settings and systems (and movies) I enjoyed.

In short, I like to mix my metaphors.

For example, I once resolved an Amber DRPG campaign with climactic build to an apocalyptic endgame that drew equally from Jesus Christ Superstar and Aliens. (And Zelazny's Amber, of course)

And then there's the hatbox, which deserves it's own post some other time.