2010/10/23

Pick #11: Firefly RPG

Believe it or not, I just stumbled upon the Firefly RPG. It's published by Margaret Weis. And one of the writers is Tracy Hickman. You may know this writer duo from the AD&D Dragonlance Chronicles, published in the 80-ies.

Firefly, or rather the Serenity RPG, is an over 200 page stand alone set of rules based on the Cortex engine. That's the system used in all Weis products, where you can throw bigger dice if your skill is better. It looks solid, thorough, hardcover - and slightly too full of layout artwork like most current RPGs. But it also does look like the real thing.

The content listing is exhaustive enough - with an emphasis on playing rather than rules. Which is an approach I like - less rules, more play. The main heroes of the series are also provided as characters, if you wish to use them. And there is an appendix on Gorram Chinese. That's the language that's used to swear in in the Firefly 'verse. Very convenient if you don't want to be rude in English!

The game and its expansions are available as pdf's (to read on your e-book reader or pc) here for example, on DriveThruRPG. Or you may try to order the more expensive hardcover at the main site. By the time you read this I may have bought the game, so if you don't hold your breath too long, a review may follow.

2010/10/21

Movies for Gamers #3: Firefly

This is part of a series of reviews of movies particularly interesting or inspiring for role playing. Because of their setting, style, characters, editing or story. Read the introduction here or here if you are new to this series.

Actually Firefly is a science fiction series, and not a movie. But it's worth watching it like one. The series follows a group of mercenary heroes, who fly from one almost legal job to another to pay for fueal and food, and stay ahead of real trouble. Their ship is a Firefly class freighter, falling apart all the time in true Han Solo fashion. Firefly was created by Joss Whedon, who also did the tremendously succesful Buffy the Vampire Slayer series. So, quality guaranteed, you'd say. Indeed so.

But after airing the episodes out of sequence, the network decided to pull the plug before half a season had passed. Why? Officially the series didn't do well enough. Yet a growing fanbase contradicts this argument. Then what?

Personally I suspect the series was politically problematic. The series does play in a future far away, but it also is a kind of wild west series. A wild west series where the heroes are former officers of a Confederate Army. Like the Confederate Army that lost the American Civil War. Like the Confederate Army that couldn't be right even a hundred and fifty years later, because their enemies won, and were supposed to be morally right, because they were against slavery. It's still a moot point, no matter that blacks still have to fight for true equal rights and chances.

Slavery is no issue in the Firefly series (yet). But as one of the lead characters is a stunning dark skinned woman who can also fight very well... I guess there's no problem. The other characters, including captain Mal are also very likeable. I'm not sure which one is my favorite, as they are all well fleshed out and all have their own mysteries, nightmares and secrets.

Well, maybe it's Jayne, the tall no nonsense, slightly dumb looking, always in for more weapons and violence guy. Every episode you'll have to guess iff he's going to backstab the captain or stay on his side after all. Or maybe it's the Ninja like shepherd Book, who with his soft appearance resembles my brother. Or maybe its the psychic girl River, who can do dance martial arts with improbable grace. All are good enough to be full fledged player characters.

Firefly was never continued. But Whedon made a film, Serenity, with the same cast. It shows how the series might have developed, stuffed into a few hours. Make sure you see it after the series, if you still can. It makes it a much better show.

No matter what, Firefly is immensily inspirational for science fiction role playing. Once I have a go at a Sci-Fi campaign again, this will be it's starting point. Gritty, scary, unexpected, but sweet and likeable too. And there's (the start of) a wiki.

2010/10/20

Brugghes #7: For a Fistful of Doomstone

If you're new to this column, read the read this first. Play date: october 8, 2010

Serapha really wants to infiltrate the vampyre chain of command, but to prove that she is with the vampyres, she feels she has to betray the hunters. And she also has to let it look like she's betraying Francesco. And he has to believe it. So, she sends out the order to capture, and possibly execute Francesco's favorite adopted niece. And tell him about it. Naturally he is not amused at all.

Yes, indeed. This adventure I let something dreaded happen as a GM. I allowed a player to play a basically chaotic and evil character. Or, that is surely what it looks like. And worse, Serapha, who fits the description, now confronts the other player characters in direct conflict. This gives incredible tension and excitement – like, is she really gonna kill this innocent NPC, is she really turning on us? – but it's also walking a thin line. If Serapha does not come up with a sensible explanation – which she does have, but she'll still have to tell in time – it will become unplayable. Player character killing player character is just not an option – we tried in the past, and hated it.

So, Francesco and Will find themselves on the streets at midnight to send a message out to set up a rescue of the niece. Through the priests of St. Gabriel, who can send messages with godspeed. But the church is strangely padlocked, and full of cobwebs. Creepy. In the next building, where they know the Paladyns have their secret base a strange couple enters. They don't look like Paladyns, and the bearded Paladyn that always waved so friendly at them now acts as if he doesn't know them. Weird.

Francois, a fourth PC who missed last week's episode, is just across the square. As second man of the shadowcouncil, and recently also second in command to the mayor, he has his own problems. One of them is mayor Richard himself, who rightfully suspects Francois of foul play. Another is that Francois has hired the Paladyn order to raid the vampyres that hide in the factory of the influential mr. Thyssen. And Thyssen is friends with both the vampyres... and the mayor. Richard will of course play the game along, and now chat and drink with the Bishop of Cluny, the boss of the Paladyns. But will Richard drop his friend Thyssen?

An earthshattering explosion across the square gives him the answer. Doomstone grinder bombs. Will and Francesco stood next to it and try to evade the debris. Serapha, watching from a house nearby is hit by shattering windowpanes. The safehouse of the Paladyn order has been blown to bits. And so are all left inside. It looks like there will be no Paladyn left to do a raid tomorrow. More explosions follow under the street, close to the cathedral.

Francois realizes: “That's where the bone relics are”. The relics they worked hard to take from the vampyres. The relics they handed to the Paladyns, to help prevent Doomstone plagues. To help prevent war. While he shouts and commands as many people he can to fight the fires, his brain fevers. How to save the bones? There is hardly a Paladyn left! Then he spots Francesco and Will. They will help him.

When I GM, I now like to work on many different levels at once. Each character has its own goals, its own edge, its own conflicts. And all these personal stories I try to weave together into one whole, which hopefully is enjoyed by all. The good thing is that you can tell a complex story and motivate everyone personally. The tough thing is to get all characters heading the same way.

Serapha is on her own now. But she sees how the couple that entered the exploded building of the Paladyns, are walking away unscathed! She burns some of the blood she sucked – she is a vampyre, too – and follows them to an inn on the edge of town.

Francesco has a smart plan. He will create a diversion. He'll take the wrong bones from the crypt of the cathedral, and bring them to the safehouse mayor Richard suggested. And Francois will tell Richard and others that these are the real relics – to keep away from the vampyres underground. But the real relics are instead secretly taken into the bell tower.

And then a mysterious knight drops a note to Will. It turns out to be Aster, the Paladyn. And most other Paladyns are still alive too. They were already out to do the raid one night earlier than planned. So they have not been blown up after all. Will, Francesco and Francois should join them.

And that's where the party wants to split up demon kicked in again – it took another threat from Aster to get him to join. A realistic one, but still. “If you don't join, I'll tell them about your dirty ops.” Serapha meanwhile drifts by the other heroes in a boat, together with the couple. It's not quite clear if she is the hostage or they are. But, all are at least heading for the same goal. The Thyssen mansion and factory.

Approaching the estate from different sides, the heroes break in, climb the walls, and join the Paladyns. Will and Francesco go for the mansion, Francois and the main force storm the factory. Quickly both parties dispose of the guards, and with the use of grenades they make diversions. They're in. But why are the cellars so empty? Where are the coffins? Where are the doomstone containers? Where are the people experimented upon, that Francois saw in a vision? A greenish light shimmers in a corner. “It's a trap!” Francois and the Paladyns dive for cover. But for most of them it's too late.

The explosion breaks all windows in the mansion too, where Will, Francesco and Aster are. They too have to conclude that the vampyres have fled, and Thyssen too. It's just the guards and servants that are left. And a horrible creature – a kind of huge eyeless fish – which lies in a bed. In horror they find themselves displaced in the house. GM-ing a bit of delirium again.

As you see, a lot of twists and double turns. But it's not over. The heroes manage to rescue the dragon rider, and reunite her with her mount. Soon enough, it appears that both may be dragons! One in human form. In the city another surprise awaits. The bones have been stolen... just as Francois feared. Mayor Richard is said to be very sorry. Yet it seems to Francois that Richard made a trade with Thyssen and the vampyres. They left town but took the bones. The messenger tells they were taken right from the safehouse. Francois lightens up – those were the false bones! The ones in the tower are still safe. But for how long? And now for sure he cannot enter town without fearing for his life.

As a last scene, Serapha's threat still stands. She betrayed Francesco, and her vampyre blood boils too much – no matter how much he likes, or loves her. And no matter that she is a PC. Will, Francesco and Aster have bound and gagged Serapha. But what next? Well, that's to be continued...

2010/10/18

pick #10: Beauty in the Eye...

Beauty lies in the Eye of the Beholder. Even if in this case, the beholder is a demonic creature from the deep.
Waterdeep, in fact, a creature from beneath the town of Waterdeep.

Eye of the Beholder is a dungeon crawler computer adventure made by SSI, for Dungeons & Dragons. Okay, twenty years ago, in 1990. But I still have fond memories of it. When we first laid hands on it, we built a party of our favorite player characters - the same ones we played in Dark Dungeon during weekends. And then we set out to rescue the town of Waterdeep. Or at least bash as many monsters on the way as we could, and collect all sorts of treasure while solving the puzzles of the game. Until next morning if we had to.

But why talk of such an old game, just nostalgia? No. If you are a webbook owner like I am, you may sometimes yearn for a game that its slow processor can handle. And old games are typically... slow enough!

Eye of the Beholder is such a game, which runs sweetly on an EEE-PC. And better than that, you can now download it for free here.Or you may search for parts one, two and three here, or here.

Pure portable nostalgia.

2010/10/14

Classic RPG Review #5: Tunnels & Trolls


boxed set, fifth edition
by Ken St. Andre
1975, 1979 Flying Buffalo

Even in the early days, some people found that D&D was too expensive, too complex, and too commercial. One of these people was Ken St. Andre, and he wrote a simpler dungeon delving game called Tunnels & Trolls. It was cheaper, and it used six-sided dice, which were at that time much easier to obtain than the multifaceted twenty-siders, tetrahedrons, octahedrons and dodekahedrons needed for D&D. The D&D people were not amused, and did not see why they needed competition.

St. Andre thanks the people of the No. 1 game for their groundwork though, and states that his game is sufficiently different to deserve a place of its own. Is it different? Well. Yes and no. Dungeons & Dragons tries to mask that it's mostly a game of search, destroy and loot. Tunnels & Trolls squarely admits that's the whole concept of the game. You build a Dungeon, fill it up with traps, treasure and monsters, and then you invite the demolition team. Once the demolition team has done their jobs, you restack the same Dungeon, change a few things, and invite them in again.

No need for an adventure rationale, no need for a complex storyline, no need for a well conceived backdrop. The Tunnels just are. Like the trenches in the first world war. And that's where the delvers go, to gain glory, gold and power – or to die.

Dying is a lot more likely than during the mid-levels of D&D, so it is advised that players play more than one hero at once. Players do not control a single hero, but they have a whole team of three or four at their disposal. Making a new hero is easier than in most games, probably also because of the death rate. Once you get the hang of it a new hero is made in minutes. It won't have much depth, but where is the need?

Monsters are even easier to make. You just give it a Monster Rating, a figure from 1 to 100 or more, which determines how tough it is. And that's it. You can think up a name for the creature, try to imagine how it looks, or give it special abilities. But for the game you do not need to.

Combat is a team effort in this game. Both combating teams add up all their dice, add all their bonusses, and the highest team wins. This part is especially fun if you have a lot of dice in your home – the rattling sound! The losing team divides the difference equally among it's members, and takes that as damage – either on their armour, shields, or their constitution. Monsters take damage on their monster rating of course, no need to make things complex there. If your constitution or monster rating reaches zero, you're dead.

Heroes with a high IQ may also become wizards. These may cast spells, often with silly names, instead of just adding dice to the pool. As long as the wizard knows a spell, he or she can use it at the expense of strength points. There is no need to decide beforehand what one might need, like in D&D, and that makes the game a lot more flexible and fun. Most later games systems copied this feature, though spell casting then typically drains other statistics than strength. Not all wizards are as muscular as those in T&T.

All in all, the game is fun to play. It's simple and straightforward, even if you have to do a lot of dice rolling and adding up. There are nice illustrations by Liz Danforth, and there is something attractive about mindless slaughter and dungeon demolition. But it also has virtually no depth. So as a player I quickly moved on.

RULES 3/5
(rules are simple, elegant, open ended and not very realistic)
INSPIRATION
2/5 (the game has a thrill of it's own, but source material is limited, and the backdrop is maybe overly simplistic, avoiding any storyline)
PLAYABILITY
2/5 (although the game plays fast and easy, it also bores easily)
GAME FEATURES
(mindless slaughter and looting in a fantasy setting, human based but with dwarves, elves, halforcs, ogres and the like, combat with pooling each side's many six sided dice, limited professions, magic accessible to those of higher IQ)

OVERALL 5/10

2010/10/11

Pick #9: Alatriste as an RPG

Seventeenth century hero Alatriste has not only made it to film, he has also made it into role playing. In Spanish.

Juego de Rol del Alatriste. And it's a good game, according to critics. The rules resemble those of GURPS, but are lighter and with less fluff. And the rule book is full of historical background information about the Spanish Empire and the 17th century. The century that Catholics and Protestants clashed violently. The century of the three musketeers. The century of colonies in the Americas. The century of swashbuckling and captain Alatriste.

Unfortunately, if you don't read much Spanish, the book is probably not for you. The makers promised to do an English translation somewhere in 2005, but as that time long passed, the deal is probably off. If you do understand Spanish, or are just plain stubborn, you might order your copy here. Or have a look at some fanzines to get a taste.

Alatriste is a cool hero. If you haven't picked up the movie yet, read last week's review, and consider again. And if you did see the movie, and liked it, then start learning Spanish. Maybe you can teach the game to me.

2010/10/08

Brugghes #6: Lamb to the Slaughter

If you're new to this column, read the read this first. Play date: october 1, 2010

Serapha woke from her feverous dream. How much time had passed? She wasn't sure. But it looked like dusk had finally come. The night would hide her, and she could seek out her new mistress. There she was, on the street, ready for the sun to set. Except that it did not.

Francesco just lost a few hours of memory. Was he on this street before? He rubbed his sore neck. There was blood. Serapha clenched him suddenly. “You startled me” he said. “It's almost night, we should go to the Thyssen place” she whispered. “No it's almost day” he could know. For he had been out all night.

What I tried to do as a game master in this session was mess a lot with the characters senses and their sense of time. And with those of the players too. Cutting scenes at moments that were unexpected, skipping whole hours of memory, give disorienting descriptions. Why? Because these two heroes (or are they villains? – the difference with my player characters is often thin), because these heroes are under the influence of vampyric blood. I'll tell, it's cool to GM delirium.

Both heroes tried to infiltrate the nest of two vampyre princesses, elven vampyres at that, hiding with the powerful businessman Thyssen. One, Leni von Brockdorf even married to him. Serapha tries to infiltrate, looking for an even more powerful undead. But unfortunately she is also addicted to the blood. Francesco is still human, and actually on a mission of his own. But he fell for her charms.

Will (played by a woman – Serapha played by a man), their mutual... well, someone they met and works with them - Will does not agree with their relationship. Will has his own goals. Yesternight he saw how a dragon was shot from the sky, and made an emergency landing on the Thyssen estate. Together with its rider. Will snuck unto the grounds, and confronted the guards and their dogs. There the dragon was, in all her majesty – and he could speak with her, for Will was trained to do so when he served as a dragon rider in the ImperiMor army. But she was wounded badly, and her rider was captured. By the Thyssen men. And more soldiers came. All Will could do was make a diversion, so the dragon – her name “Blue Thunder”, couldn't resist the pun – could escape swimming in the river. Hit by shrappnel, Will dove after her in the cold water.

So that's why Will needed Francesco. To help hide the dragon. Which they did eventually, in a boat house – feeding it some poor sheep – which they mercifully executed before letting them be eaten... And Will needed Francesco to prepare a rescue mission into the Thyssen house, to get the dragon rider. But preparing such a raid is not easy, when the Brugghes officials are patrolling the streets, and vampyre spawn are on your tail. That's where some more psychedelic GM-ing came in.

Francesco planned to invite Will and Serapha for a talk in his luxury office – which he hired to attract the arms traders he was actually staking out – but that's another tale. And while they admired the view, they noticed Leni's friend vampyre, Evi. Small, with a powerful and unamused gaze she looked up at them. Will hid, Francesco ducked. When they looked again, she was gone. And the stairs in the building creaked. 't is always great fun to see one's players spooked. The thing on the stairs turned out to be the new neighbour. Who of course also was not okay. After he tried to attack them, and they shot his arm off, he just kept standing. Until Serapha's focus lapsed, and the GM jumped her player mimicing a stake and mallet. It's always good to act things out physically a bit for effect.

Luckily, there are friends in the neighbourhood. The paladyns from Cluny have promised the Brugghes mayor to clean out the Thyssen vampyre nest. Aster Floryn, a hardened female warrior who smokes cigars for breakfast, is one of them. Aster is a long standing NPC. But while Aster'd like Will and Francesco to participate in the raid – who can then rescue the dragon rider in the process – she does not quite trust Serapha. She suspects Serapha is an ImperiMor enemy agent. And a vampyre too. Yet... she unwittingly shares information with Serapha. “Read this book”, she says. And in the book are her notes of preparing the raid.

Serapha remembers flashes of lying in bed with another woman. A love relationship? No... or yes? It's her new mistress Leni, and they speak of the coming attack by the Paladyns. Has Serapha betrayed them already? This, and more... in the next episode of Brugghes.