Showing posts with label multi-genre-ism. Show all posts
Showing posts with label multi-genre-ism. Show all posts

Tuesday, March 31, 2009

Monster Summoning VII

One of the blogs I read fairly often mentioned a post on different blog that said:
The otherfun discovery was the spell Monster Summoning VII. Nowadays it's just one link on the great chain of Monster Summoning spells. But when Greyhawk came out the monster charts only had six levels. MS VII buried the needle on the system and referees were supposed to come up with their own list of beloved and wicked monsters that this mighty ninth level magic summoned. I love that.
...
So here's my challenge to all you refs out there: share either in the comments here or on your own blog a custom Ultimate Monster Summoning chart for your campaign. Note that all monsters don't have to be uber-lethal. Packs of Hell Hounds and Displacer Beasts are listed as examples, seemingly just because the authors dig those critters.
My chart, though I'm not sure what campaign this is for...
  1. 1 Slaad of each color, and a very disgusted Princess
  2. 2d8 Orky Madboyz, + 2d12 Goblins, + 2d30 Snotlings/Squigs/Boars, + More Dakka
  3. 2d6 Booster Gangers, each with unique Chrome. They're holding a copy of Morton's List.
  4. 1d8 Mutant Narwhals (if only 1 appears, he's wearing a parachute)
  5. 1d6 Magi, bearing gifts.
  6. A close blood relative of the PC. If none are known to exist, then Brand is family. And he probably won.
  7. Ratatosk, the Gossipy Squirrel, riding on (or pursued by) Nidhogg
  8. Gemini Incident: One spanner, and 1d10 of his Elders.
  9. Brown Jenkins, perched atop the Necronomicon, which is held in the bloody hands of Keziah Mason. Gnarly Hotep is optional.
  10. An ogre riding an OGRE. Not the other way around - that'd be messy.
  11. The Clock Tower.
  12. Roll again, but play the part as if Jack Nance were cast in the role.

Friday, January 9, 2009

Crazy Characters

Last night's session at Wayward was a one-shot (sort of an opening to a once-per-month ongoing game) called Omniverse.
Setting: It was described in advance as being vaguely Sliders-esque, but turned out to be actually more Farscape-esque, bordering on SpellJammer-esque. Minor quibble, really doesn't matter, as even with that unexpected change, the game was great fun. We were encouraged to come to the session with a bizarre character concept in mind - nearly anything would be okay. We could steal from any show or genre, blend them mercilessly, or make up our own unique character.
System: The GM had said he'd be using a modified version of Risus. He'd run Risus for this group once before. In that game, he'd allowed a very liberal definition of our Cliches (that's Risus-speak for Attributes), and also had house-ruled away the prohibition against using the same Cliche for attack and defense in a round. The end result, I'd discovered, was that having as few Cliches as possible, and thus all highly rated, was significantly superior to diversifying into several medium-ranked Cliches. Since Risus is famous for the unforgiving spiral of death that starts whenever you fail a roll, this conclusion was fairly important.

Going into this game then, I knew I'd want a character that was fairly simple, with just a couple things they could do - though, those things might be fairly broadly defined. For example, it'd be far better to be a rank 4 scientist, then to be both a rank 2 chemist and a rank 2 physicist.
First Concept: My planned character was going to be named Larva. He'd look like a big rotting dinosaur. In reality, he'd be a couple feet long, and grublike. He'd be a child form of an advanced alien species, capable of reanimating the recently dead. However, to do so, he'd have to burrow inside the dead body and attach his sensory organs to the corpses degrading nerve center. This would mean he could only reanimate one corpse at a time, and it would have be big - at least the size of an oxen. I figured I'd wear the biggest dino the GM would let me get away with.

My cliches would be something along the lines of "Gentle (but rotting) Giant", "Reanimator" and "Looking to Prove Himself". As a youngster, he'd not yet earned a name. In his culture, you were all just called "Larva" until you'd proven yourself worthy of becoming a named adult. He'd have a big inferiority complex, and not be completely aware of his own (borrowed/rotting) strength.
GM's curve-ball: Turns out Malachi (the GM) wasn't just using normal Risus character creation rules. Instead, he wanted each person to use the following structure to describe their character.
(Name), the [Descriptor] [Species] [Profession] of [Planet]
You'd fill in the blanks, and things you dropped in the brackets would become your Cliches. Each different bracket had limitations as to what sort of thing you could fill it with. Descriptor had to be an aspect of your physical body or your personality. Profession needed to be a job.

Planet was fairly open, but if it wasn't immediately grokkable to the rest of the group you wouldn't be able to roll it for much. Species had a similar hurdle. Being a Fzghuhoyt of the planet Snizlukka would be sub-optimal, but being a Werewolf from The Death Star would give you lots of abilities and story hooks.

Larva, the Puppy-Like Body-Snatcher-Bug Child of Bugworld just wasn't going to work. I could probably get away with putting in something dinosaur-related into one of those brackets, but it was an awkward match. Chances are my Descriptor and Profession would be redundant, as would my Species and Planet. It was the whole Chemist and Physicist problem I'd previously identified, except worse because being a child is not so helpful as being a scientist. My concept was just too narrow.

By contrast, if you were (as one of my fellow PCs was going to be) Despotron, the Badass Motorcycle Politician of Cybertron, you were getting combat skills, a mode of rapid transit, social skills, a robotic body and shapeshifting powers out of your required 4 Cliches - that's pretty sweet.

Needless to say, I was going to have to think fast and change my concept. I needed something with a broader skill base and more than one schtick. More importantly, I needed to belong to a species and world that communicated something to the GM and my fellow players.
Thank my lucky Starr: A friend of mine once made a really cool Amber character that was a Narwhal - well, sort of. Technically they were a Kangaroo-Legged, T-Rex-Armed, Parachuting Psychic Narwhal from a Non-Euclidean world, suffering from Post-Traumatic Stress Disorder as a result of having been kidnapped by a Dimension-Hopping Circus. Actually, the backstory was far more complex than that, and involved shape-shifters and secret parents, a Matriarchal society where males were forced into breeding programs, a magic parachute, multiple personalities, secret magical soul names, and a huge opening bid on Psyche.

I wasn't going to need anything nearly that complicated. But it did occur to me that I could take a cue from Starr's old character, emulate (aka steal) a few of the better (aka simpler) bits, put my own twist on it, and have a character I was comfortable with in under a minute.

That's how I ended up playing Dr. Fiddlesticks, the Bat-Winged Narwhal Parapsychologist from MCEscherLand - a concept which communicated volumes to everyone.
The rest of the cast: I don't remember every bracketed Cliche from every character, nor most of their names, but here's what I do recall (and my best guesses) about my fellow PCs...
  • I already told you about the Badass Motorcycle Polititician from Cybertron
  • Nard, the Space-Faring Glow-Jellyfish Combat-Specialist from some planet I'd never heard of. (She'd originally envisioned the character as using a mini-mech battlesuit and a fireball cannon, but instead ended up using Jellyfish Kung Fu.)
  • Buck something-er-other, the Two-Fisted American Fighter-Pilot from WW2World. (He later clarified his version of earth had just two continents: "America, F*** Yeah!" and "Over There", and that, yes, American was his Species.)
  • Farnsworth, the Dashing Human Explorer from Steampunk Victoriana. Or maybe his descriptor was Brave and his Profession was a Gentleman. Or his job might have been an Officer, and his description Gentleman. The exact details escape me, but was the sort of character who'd be perfectly at home wearing a Pith Helmet and a Smoking Jacket while firing an Elephant Gun from the deck of his Airship. He was decidedly British.
  • and a Mutant Half-Vampire from the Marvel Universe. For some reason, I'm blanking on this character's name and profession, as she was more cerebral and understated then you might expect from a Mutant Vampire of the Marvel Universe. Part of that may be because most of the session was daylight, but she did get to turn into mist, hypnotize mooks, and have Wolverine-ish healing factors.
Overall, the characters were awesome, and the game was a blast. What might not be obvious from those descriptions was what a disfunctional band we were. Everyone had lots of skills and powers, but the GM also gave us the option of choosing a flaw to get some extra perks, and we happily handicapped ourselves in various ridiculous ways that nearly imploded the scenario more than once. Luckily, our GM was also a skilled improviser.

Tuesday, December 2, 2008

"Land of the Lost" Campaign

So, as mentioned in my previous post, I'm about to launch a campaign based on the old TV show Land of the Lost.

The show was pretty crazy, and some would say dreadful. However, episodes were written by well known SciFi authors such as Ben Bova, Larry Niven, Theodore Sturgeon and David Gerrold, so there's some real gems in there amidst the rough. I have a strong fondness for the setting, stemming back to childhood, and I must admit I bought all three seasons on DVD a few years ago. Dinosaurs, Aliens, Time Travel, Magic. Like Firefly, it's got everything.

This will be a one-player campaign. Sarah will get to develop a character over time, while I (as GM) get to riff all over the thematic map. If she does get sick of her character, but we're not sick of the setting yet, she can escape via Pylon Gate and be replaced by a new PC. I told her that as long as she doesn't abuse it by retiring characters every third session, I'll let her retain accumulated XP whenever she makes a new character.

And boy are there character options. In the series the main characters were just 1970s average joes, but supporting cast included Cavemen, Ape Men, Dinosaurs, Lizard Men, Medusa, a Yeti and a Unicorn, a Psychic Alien and his Robot pet, a Civil War Confederate, a NASA testpilot, and Talking Skulls from a long-collapsed civilization.

I had a bunch of dinosaur and megafauna minis I'd used for Og a while back, so I figured I'd want to do a version with minis for combat/chase scenes. Savage Worlds pretty much assumes miniature-based combat, and it mixes genres well, so it was a natural choice. It also gives me a chance to test out my proposed 1 Hit = 1 Wound rule, which should make Savage Worlds less dangerous for one-player. I don't expect it to be combat heavy, since that would conflict the themes of the source material - not to mention T-Rex's are pretty nasty in Savage Worlds.

Knowing we'd be using minis, I told Sarah to flip through the figs we have and pick any 25-30mm humanoid figure to base her character on. She picked one with wings, which complicates things mildly, but should be fun. She took the Flight Power from Savage Worlds for the character, so it's not permanent mundane wings it's more like magical Flight. More importantly, that means she can only fly short distances/durations, with long recharge times, so the various dinosaurs aren't completely without threat.

Speaking of Og, that's actually what made me realize I wanted to run a Land of the Lost game. I threw several Land of the Lost references into my Og one-shot. As I researched and prepped for Og, though, I just kept thinking how much fun it would be to do something more serious in the setting. After all, the concepts in Land of the Lost were awesome, it was technical faults of the special effects and child actors that made it silly and not stand the test of time. Well, in an RPG, there's an infinite special effects budget and my wife's certainly no child, so this has some potential.

There's several different themes in Land of the Lost, which I'll be flipping between as I plan/run sessions. The following list is more for my benefit/brainstorming than your entertainment:
  • Survival. Food is a little odd, and there's all those darned dinosaurs.
  • Pakuni Shenanigans. Sa, Ta, and Cha-Ka sure caused some headaches in the series, with their tribal magic and niavete.
  • Sleestack Sneakiness. The tribal magic and ignorance of the lizardmen leads to many of the same issues the Pakuni can generate, but Sleestack are conveniently sinister badguys.
  • Malfunctioning Pylons. Throughout the series, it seems that perhaps the pocket dimension is falling apart. Pylons can do all sorts of metaphysical and scifi craziness.
  • Time Travel. NPCs can be sucked in from period in history, and even other worlds or dimensions.
  • Rampaging monstrosity. Not only do normal dinosaurs walk the valley, but there's also fire-breathing and/or two-headed dinosaurs, and a variety of Mythological creatures show up, so that's Carte Blanche for anything. I may order Dinosaurs That Never Were to see if it kick-starts any ideas.

I'm psyched for this. We start Wednesday night.
Update: Things came up Wednesday that prevented us from playing. The game has been pushed back to Friday.

Multi-genre-ism: Firefly, Deadlands, 7th Sea, even Land of the Lost

Man, do I ever love Firefly. I've wanted to game it for a long time, but have never quite made it happen.

What I love most about Firefly is the many Genres it draws from. It's relatively hard SciFi, but it's also a cliche-ridden Western. Every so often, an episode will be about courtly affairs and dueling, or creepy Reaver-laced Lovecraftian horror, or a good old fashion heist/caper film. There's even Orcs in Serenity. You can do anything in that setting. Each new planet or episode can have a completely different roots.

In particular, I think it'd be a great RPG setting because you could run a long-term campaign with recurring characters, yet keep everything fresh by setting each session in a different genre. I love trying out new things, yet also get significant pleasure out of ongoing character development. A setting like Firefly gets the best of both worlds in that regards.

There's other RPG settings that get a similar multigenre feel...
  • Deadlands explores much of the same territory, but includes pulp and steampunk elements instead of SciFi, and plays up the Horror aspects much more than Firefly ever did. It also has magic, which is about the only genre trope you couldn't work into Firefly. It uses a variant on Savage Worlds these days, and I expect I'll end up running it or playing in it someday. The poker hands used in Hexslinging and fastdraw shoot-outs is pretty slick.
  • 7th Sea is all historic fantasy, but it leans heavily on more than one era of history. I like that one PC can be a pirate, another a viking, the third a french musketeer, the fourth a celtic bard, and the 5th a spanish inquisitor. Despite all that crossing of the streams, it manages to stay coherent. It's also got the most flavorful magic systems ever set to paper - Porté is damn creepy. Which brings up it's other cross-genre embellishments: Swashbuckling pirates, noble nights and scheming courtiers cross paths with supernatural archaeology, witches and demonologists, the sidhe, dark conspiracies, and Zorro. Good stuff.
This week, I'm embarking on an ongoing RPG experiment. I'll be starting a one-player Savage Worlds campaign with my wife. The setting will be the cheesy old children's show Land of the Lost. More on that in my next post.