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.

Aspects for F#FF

Here's the setting tag lines for the F# one-shot I'm running this Thursday at the Emerald City Game Feast:
  1. All Fiend Folio, All The Time. Bizarre and Mundane are inverted. If it's stats aren't in the 1st Edition of the weirdest monster book of them all, then it's only a myth. Such things as orcs, humans, and rutabegas are spoken of in hushed reverent tones, or lambasted contemptuously, depending on who's speaking.
  2. There are no other Planes, just this bastardized version of the Astral. The PCs hail from a city state on an asteroid floating in the great off-white void.
  3. Life is hard, harsh and unfair. The ecosystem rests upon the backs of a handful of plants, all of which are carnivorous. Giant "Fortress Farms" keep the food from eating the cities. The priesthood is corrupt and evil (afterall, they worship Lolth, the Elemental Princes of Evil, and the Slaad Gods), and charge a huge margin on create food and water spells. The various races live in the same city, but are not created equal.
    • Corollary to Tag Lines 2 & 3. Many other such rocks and city states float in the void, and when they pass close enough for contact it results in wars, adventures, and cataclysmic cultural shifts.
As is typical for F#, the PCs will each have up to 3 catch phrases and up to 3 backgrounds. I am putting one restriction on them, however: Each player must pick a race from the Fiend Folio. Their character is a member of that race, and they must work it into (or use it as) one of their aspects. So "Drow" would be perfectly acceptable background, but so would "hen-pecked Drow husband/slave" or "I was an ordinary Fire Toad, until the day I was granted intelligence by a perverse whim of Ssendam". Heck, I'd even accept "The first Carbunkle to graduate from Business School" (though first carbunkle to graduate from the Seminary of Lolth might be more in keeping with the setting).

They'll roll and use that aspect per the normal F# rules, but it also grants whatever powers the race has according to the Fiend Folio. In some cases, like Crab Men or Hook Horrors, that's really not anything, but should someone choose to play one of the four Death Slaadi, for example, it'll come with some magic and baggage.

I intend to fill in the details of the City-State and Asteroid the game starts on based on the races the players choose to play. I'll probably let the players decide whether that race is common or rare within the city. If we've got flying PCs, the City will be on the surface. If we're all Sverfneblin and Terithrans, then it'll be a subterranean city with surface given over to farming.

1 page version of F#

I'm running F# later this week, and so I expect to reference it on my blog a few times. So that you don't have to go download it to know what I'm talking about, I'm reproducing the 1-page summary of the rules here.

F#: a very simple tabletop roleplaying game system.
by R. Hunter Gough, v1.1

The GM and the players are all working together to create a fun and exciting story.

Each game setting has three tag lines. These establish the theme of the game.

Each PC starts with up to three catch phrases, and up to three backgrounds.

Tag lines, catch phrases, and backgrounds are collectively called “aspects”. Every aspect has a value, and these initial aspects all start with a value of 1. Mechanically, all aspects are identical; the names “tag line”, “catch phrase”, and “background” are only there to give an idea of how those aspects should be thematically structured. The values of aspects are ONLY important during die rolls.

Each player starts each session with three tokens. Tokens do the following things:
  • A player can give the GM a token to make something unexpected but not unreasonable happen.
  • The GM or another player can give a player a token to compel that player to do something unexpected but not unreasonable in line with one of his aspects.
  • The GM or another player can give a player a token as a reward for going out of his way to do something cool in line with one of his aspects or one of the setting’s aspects.
Die rolls occur when a player is trying to do something where success and failure both have dramatic potential, or when a player is trying to do something that their character could conceivably do, but would be a major effort or minor miracle for them to do successfully. Die rolls work like this:
  1. The player tells the GM what aspect he's using for the roll. If he has no applicable aspect, he must make one up on the spot, with a value of zero.
  2. The GM tells the player the difficulty of the action, between 0 and 6, but usually around 1.
  3. The player rolls three FUDGE dice, adds them together, and adds the aspect’s value.
  4. If the result of the roll plus the aspect value is equal to or greater than the difficulty, the player succeeds. Otherwise, he fails. The severity of the result (positive or negative) roughly depends on how far the roll was from the difficulty.
When a player makes a roll using a new aspect made up on the spot with a zero value (regardless of whether or not the roll succeeds), he has the option of buying it as a permanent aspect with a value of one for 3 tokens. When a player makes a roll using an aspect he already has (also regardless of whether or not the roll succeeds), or receives a token for using one of his aspects in a clever way, he has the option of increasing its value by one by spending a number of tokens equal to the new value.

A player shouldn’t buy more than one new aspect per session, and shouldn’t improve more than one aspect per session.

The GM can also force new aspects on players -- usually a mostly-negative aspect as the result of a badly failed roll. These new aspects also start out with a value of one. As above, though, the GM shouldn’t force more than one new aspect on each character per session.

Aspects (especially the mostly-negative ones imposed by the GM) can change or even go away with enough time, explanation from the player, and/or expenditure of tokens. Of course, players can also figure out ways to turn mostly-negative aspects into advantages, and even increase their values.

That’s everything you need to play, all in only one page!
I have not asked permission to reproduce that page, so there's a chance the original author will make demands that I take this down, apologize, compose epic poetry celebrating his greatness, wear my underwear on my head for a month, or something reasonable like that.

Monday, March 30, 2009

Power to the Players

In my Deadlands campaign, the PCs have a lot of power.
  • 3 of them started out with the Veteran O' The Weird West edge.
  • We're using the fate chip rules, so Bennies have a bit more power than vanilla Savage Worlds. What's more, I hand out the bennies like drama dice were goin' out of style.
  • Two of the PCs are Blessed, the arcane background with unlimited power (as long as you don't sin).
  • We're using the Adventure Deck*, which really empowers the players. I'm using some house-rules on damage that favor the posse, too.
  • During story time (the start of every session) they can improvise elements into the setting or back story with really no restriction.
Honestly, I have zero control over this campaign - all the power is in the Player's Hands. It's a hoot!

Of course, that'll change a bit when they catch up to Cobb. [Evil Laughter] I have plans for that session (or sessions, 'cause it might involve a cliff-hanger).

* = The Adventure Cards are a downloadable PDF (available at Drive Thru RPG for like $5 or $10) that you print off on cardstock. The cards have various one-time-use benefits. Some are bonus dice, some are plot elements, etc. Each player gets one at the start of each session. The players can trade them if they get something that doesn't fit their character, or if one player hates his card but the others like it. They go away if unused by the end of the session, so you can't horde them.

Four example cards to give you a feel for what they can do:
  • Villainous Verbosity - play to make an NPC lose his next action by gloating or talking about his master plan.
  • Love Interest - the player plays this card to create a romantic connection between them and the target NPC.
  • Backstab - add +1d20 (!) to any single trait roll or damage roll vs any allied character, including PCs.
  • Folk Hero - play after you save a group of people from dire circumstances. The community adopts you and your party as local heros, and you can always find aid there.
The cards give a lot of power to the players, but in really narrow and unpredictable ways - there's around 50 in the basic deck, IIRC. I love how they spice up the game. I put my in opaque-backed sleeves, and deal them out face-down, so the PCs can surprise me. Shakes things up nicely.

Git along, little undead doggies!

I was very pleased with Sunday's session of Deadlands. We're settling in pretty good, and the mechanics were less of a burden this time. I'm taking some liberty with the setting, but I think it's all for the best.
As the PCs have chased after Finnegan Cobb, I've established a few important trends. He's leaving some very peculiar undead in his wake. They've put down a Vampire, a skeletal coachman, 3 zombies, and some sort of pedophile werewolf miner. All of them have defied gravity to one extent or another - even those that resembled zombies were able to float in three dimensions - and they've got some insanely gory regenerative capabilities. When a PC uses a fate chip to soak a wound, we describe how they were just barely grazed, or some lucky break protected them. When I spend a fate chip to soak for one of Cobb's undead, however, I describe the awful wound the player definitely gave them, and then put some eerie twist on how it heals up. Blood baths, bone fragments, whirling revolver cylinders where the internal organs should have been, fleshy masses and flayed skulls, etc. The players have to overwhelm the monsters regenerative powers, and then burn the still quivering remains.

I've also been having the hunt grow larger. Cobb's apparently chasing his wife, but is in turn being followed by the undead he's created. There's also a ghost (or crazy man?) in a 100 year old British Officer's uniform, a creepy family from Back East, and the Necronomicon somehow tied up in everything. Eventually I'll reveal more here, but at the moment I don't want to spoil surprises for my players. It's not just random, I've got an arc planned out.

Every session starts with "story time", the tales told round the campfire. I have one prepped for each session, and the players are free to add their own. So far, I've given them tales from the point of view of Ol' Smokey, the ghost of a man who burned to death in the drunk tank when Shallow Gulch got put to the torch by Cobb. This has let me hint plot elements and character details in anticipation of the sessions, and the players have followed those leads quite nicely. Very much enjoying the avenues this opens up for the game. Finnegan and Sapphira Cobb have yet to appear "on screen", but it feels like the PCs have a real good sense of who they are from Ol' Smokey's terror-striken anecdotes and the clues they've puzzled out on the trail.

Friday, March 27, 2009

Henching International Temporary Services

Despite my grumblings about the rules, I had good fun playing Risus last night.

It was a superhero scenario, where the PCs were the henchmen of a supervillain. Actually, we were temps. We worked for H.I.T.S., Henching International Temporary Services.

I played a big dumb thug. My attributes (called "cliches" in Risus) were:
  • "Want I should whack dem now, boss?"
  • Gettin in ta fings.
  • Keep on Truckin.
We were using this house rule where every PC also has a boon and a bane, which can boost or penalize other actions. My boon was "immovable object" and my bane was "big as an armored car". The later was applied literally. I was a normal human from the waist down, but had something like a 14 foot shoulder span.

We'd been hired by a supervillain named Chow Fun Yung, The Yellow Peril. He was an exageration of ridiculous pulp villains like Dr Fu Manchu. He gave us all spiffy yellow costumes and proper henchmen names tied in to various Asian menu items.
  • I was Yam Pot,
  • Sarah's wiry contortionist acrobat was Udon Noodle,
  • Eric's unappreciated yes man was named Pig's Ear,
  • John's aged, possum-playing, Henching Union organizer was named Thousand Year Egg,
  • Steve's crooked beat cop was named Special Pork Surprise.
We were hired to rob a charity benefit. The supervillain's alter ego was the caterer of the event. He pretended to have nothing to do with the crime, and was an "innocent victim" of our attack, so he could have an alibi. That was a fairly clever way for the GM to keep the NPC supervillain from overshadowing us PC henchmen. Of course, it meant we were without guidance from da boss for most of the session, which meant we improvised... fairly poorly. The group tended to splinter, because half of us were dumb, and the rest incompetent. Jolly good fun.

I got beat up by Miss America - the superhero who once won a major beauty pagaent. I also got beat up by her Red, White and Blue Helicopter. I awoke in jail, and had a hard time getting reunited with the rest of the group. I was really good at getting in ta fings, but not so good at gettin out uv um. Once I got moving, though, it was hard to stop me, thanks to "Keep on truckin".

Risus is actually a c6

Last night (at the Emerald City Game Feast), I played in a Risus game, and my PC got knocked unconscious by Miss America. While I was out of commission, I picked up the printout of the Risus rules that someone had brought to the table, and started looking at them.

I noticed several things we were doing "wrong". Not wanting to be a rules lawyer, I said nothing. I may bring it up with the group before the next time we play Risus again, I just wasn't going there at that moment. The notion of arguing over rules in the middle of a scene is excruciatingly vile to me, even if the thing we did "wrong" was part of what caused my character to be knocked out just then.

More importantly, and more to the point, in those 5 minutes of reading I learned a good deal about Risus that I hadn't known before. I've played it several times, but had never read it. When designing my Crunchometer, I had rated Risus as a c4, upgraded to a c6 if this one optional rule was being used. I've never played with said optional rule, I've just heard three different GMs say they had no intention of using such a rule because mucks up an otherwise elegant system.

Having now skimmed the rules, I can say that Risus is not as simple as I believed it to be. It's not really a c4. It's a solid c6 (even without the dreaded optional rule that I still know nothing about). I've played it under 4 GMs, and they've all abstracted / house-ruled the game into something a whole bracket simpler than the rules as written. The more complicated by-the-books rules actually strike me as far more robust than the dumbed down version we've been playing, but it's not as easy to remember across the months between one-shots.

I think I'll have to download Risus and read it more thoroughly sometime.

Wednesday, March 25, 2009

Dreams In The Witch House

My Trail of Cthulhu game is chugging along full speed. We're four sessions in, and 3 of them have been fantastic (the initial session was a little wobbly). Last night, I had this lengthy dream about the campaign, just a dream about how much fun the campaign is. A dream about the excitement and energy of the campaign. It was one of the best dreams I've ever had, but words can't seem to do it justice.

It's weird that we're enjoying it so much, because Life is starting to imitate Art... in some fairly eerie and un-enjoyable ways...

  • In one session, her investigation took my wife's PC to Arkham Asylum, where a rather creepy patient started stalking her, and had to be beat up and sedated by the orderlies.
A couple days later, in the real world, my wife was followed around the Hospital she works at by a guy just creepy enough that she ended up calling security.

It didn't stop there.
  • In two of the sessions, there have been appearances (fleeting glimpses out of the corner of the eye) of The Black Man - an incarnation of Nyarlathotep with ebony skin but Anglo features, and dressed all in black from hat to cloven foot. When I'd described him, I'd added the detail that his eyes were extremely blood shot, as if the darkness were trying to occlude the only light color on his entire body. In one scene, I'd also described him not in the formless wizardly robes Lovecraft mentions, but in fashionable (but all black) attire for the period.
Yesterday, when she got home, she told me that she stood next to a man at the bus stop near her hospital that was dressed in all black, from black fedora and black suit coat on down. He was African American, with really rich dark skin, but she ended up not really examining his features beyond his eyes. He had clearly sustained some sort of recent eye trauma that was healing, as his eyes had virtually no whites and were almost entirely blood-colored. Once she noticed that, she took pains not to look at his face or feet.

If this were a horror DVD, we'd be at the point where the viewer shouts at his TV:
"Quit reading the creepy book, you idiots! It's not a source of clues to what's going on, it's what's causing your situation! Dumbass unbelievable characters - no one in the real world would keep poking at the bear like that..."
I'm pretty sure we're gonna keep playing Trail of Cthulhu, despite the way life keeps imitating the game, and the very in-genre implication that such parallels will only grow worse over time. I guess that means horror films aren't that unbelievable after all.

Thursday, March 19, 2009

HULC

In February, Lockheed Martin revealed a new exoskeleton system. I just found out about it today. Have a look at the soldier of the future...



...and read about it here.

Wednesday, March 18, 2009

CommentLuv

I'm trying to install CommentLuv on this blog, but js-kit is having errors. Hopefully I'll get it sorted out soon, because I think CommentLuv is pretty cool. Basically, it's a little plug-in thingy that lets people who are commenting on posts link back to a post of their own that's relevant. Yeah, you can do so yourself with a href tag, but CommentLuv makes it painless and quick (and keeps it from feeling like an egotistical form of self-promotion). Besides, if you folks link to relevant posts at your own blogs, I'll have more reading material with which to while away my copious amounts of free time.