roseembolism: (Amusedcat)
So you've always wanted to be dark, seductive and dangerous, but you come across as Janine Melnitz rather than Ava Gardner? Well despair no more, because here's a handly little guide: How to be a Femme Fatal. It covers voice and inflection, clothing, hair annd where to hang out to get that noirish "woman of mystery" quality.

Practically, this is a nice little guide for cosplaying, LARPing, or playing a Femme Fatal in a tabletop game. Just taking some of the suggestions can be useful for building a memorable character.


And don't forget your character model!


roseembolism: (Getoutta)
Note: this game is free to download, up through November 25th.  that is, today and tomorrow. 

As if you didn't have enough of being at work 40+ hours a week.  MSG is an indie, resource-based narrative rpg of working for a ruthless conglomerate a hundred years from now, where coming up with a marketing plan and backstabbing your boss is even more important than gunplay. 

Like many indie games, MSG pushes he boundaries of what "RPG means.  It has some interesting indie ideas, such as one player taking the role of the corporation in each  turn, non-traditional stats (Self,  Compassion, a person you love, someone you hate, a dark secret, etc..) and a limited game play where the goal is to actually win over the corporation and the other players.   Self and Compassion are the main stats that give you a dice pool that you risk to succeed on the various unethical tasks the corporation gives you, your additional traits give you more points you can risk, and the player to end the game with the most of his dice pool left, wins the game.  Beyond that, there are a number of mechanics to give the feel of a company, such as resources, brand name and values, and if the company does badly enough, buyouts.

In tone and feel, it's like a very cynical, cyberpunk soap opera, in that the personal elements the players choose are built upon to make a story.  In fact, the additional points one can gain through bringing up say, one's dark secret are called soap.  Like other narrative RPGs , the actual role-playing appears to be subsumed into making a story and the personality mechanics; in fact, the situations are supposed to be narrated, not acted out..  As a result, the game itself is as slick, attractive, and cold as the companies it satirizes, a feeling enhanced by the graphics and between-chapter vignettes.

But what the hell, in the best of free-market principals, the game is free for a limited time only.  So one might as well download the PDF.
roseembolism: (Dr Strange)

I'm currently working on a setting, one that's a long term world-building project.  I'm Calling it "Under the Green Moon".  And I blame the elves for it.


It started with the dissatisfaction I've had about the reactionary nature of high fantasy, and the pseudo-medieval settings that are generally used.  It just has always seemed bizarre that we can have completely different worlds, with different geography, ecology, and sometimes even physics, and still end up with the Holy Roman Empire in drag.  I wanted to get away from the feeling of "Europe with Magic", and the Tolkeinish elements such game worlds use.  Thinking about it, I decided I wanted something a bit more inspired by Burroughs and Howard, and Vance, with the impression of long-lived civilizations living on the ruins of even older long-vanished precursors.  A world that was visceral and romantic in the classic sense of the term..

At the same time, I was mulling over how I disliked one on of the classic cliches of High Fantasy: the idea of elves as the elder, wiser, better race.  Along with the related idea of elves as an alien nonhuman race that somehow could still breed with humans. Something clicked, and I said, "I I do a game, I want to have HUMANS be the elder race that is fading, with the other races being...(another *click*) descendents of the humans.  Children races.

And as I considered how this could work, abruptly everything came together in a synthesis.  "Well, how about instead of making it another world, we make it Earth!  But (to continue being different) not Earth a long time ago, but Earth in the far future.  Twenty, Thirty thousand years or more in the future.  An era when our time is all but forgotten; multiple civilizations risen after ours, and gone to their various collapses, ascensions or singularities,  A world where humans are slowly fading, being replaced by new races created by those fallen civilizations.  And because it IS a fantasy, it has to have magic in it...unless of course it's really some strange future technology.

I call it a post-technological fantasy.  And I'm going to be tossing details and ideas about it for while, until I do something with it.

 
roseembolism: (Dr Strange)

There's some game ideas one can have that are just too big, too awesome, to be easily done.  Where one doubts that one's abilities will be up to the task, even assuming players could be found.  Or there are games that are too beautifully obscue or weird to ever be played.  But still the notions will hang around, prying at the mind, waiting to be paid attention to.

So, this is a place where, if you have a game idea that you think is massively cool but unlikely ever to see the light of day, you can post it here.


Me first:

George RR Martin's "The Star Wars"

roseembolism: (Getoutta)
this is not-quite a game idea,thugh it could turn into one some time. It continues some of my thoughts about the superhero genre, and is based on this thread in rpg.net, which posited a realistic world with supers that go out of control, and in their fights, are completely out of control, doing the equivalent of a 9-11 weekly.

[QUOTE=Bailywolf;7650210]
Now, push the clock forward twenty years.

Society is broken, economies have collapsed. Major cities- what still stands- are the lairs of the superhumans and their protectorates. They rules like warlords, imposing what order they can. Or perhaps, they live off the survivors- raiding, flexing their muscles, ravaging.

Thoughts and ideas on something like this?[/QUOTE]



Something I've been toying with, based a little bit on the novel "Sunburst".

There is a secret, and there is a plan, and there is a bigger secret.

The secret, one only the most intelligent and aware supers are aware of, is this: the supers are dying out. There never were very many of them- a couple thousand at most- and now they number a mere tenth of what they were before the troubles. And fully half of the deaths have taken place in the last five years. Very simply, the supers are killing each other off faster than they can be replaced. Very few supers are realizing this even now- they are mostly too busy plotting against and killing each other to notice

The Plan: of course humanity is paralyzed before the might of the supers; governments are helpless, NGOs irrelevant, and the only real threat to a super is another super. The only place for a human is by a super's side, whispering to them "You ARE a god, you ARE a god."

Of course those minions are useful for more than comforting the paragons with the truth; they can be helpful by revealing when there's unrest in the realm, locating special resources, finding out when rivals are about to move, informing that the super's consort is having an affair with an ally, and that theres a doomsday weapon on an old tanker in the Pacific- shouldn't you seize it before that other group does? And after a while, when their master perishes in a fight in an oddly isolated area- often along with a couple more supers- the sycophants move along, to find another mortal god to whisper to.

The truth: the fact is, the real reason the supers are dying out, is that they really aren't all that smart- after all, when you have superpowers, intelligence falls by the wayside, replaced by a prolonged adolescence. More than that, there's something about super powers that creates a rigidity in thought- supers see things in binary black-and-white terms, they meet problems with force, and regard all of the world in terms of powers dominating other powers. Even the super-geniuses are something of idiot-savants, their vast intellects not extending to practical matters or social subtlety. Combined with the paranoia and poor impulse control that supers exhibit, these are weaknesses that can be exploited.

It took over a decade and many many deaths before humanity finally got things worked out so that supers could be manipulated into killing each other off in areas that aren't valuable. But now there is the fragile hope that within another decade, the superhumans will be extinct. The only question is, with civilization tottering on the brink as it is, will it be able to survive that long?
roseembolism: (Default)
Yep, I've given up trying to find a local game group with an opening, or unaffiliated players who can match schedules.  I've got two brand new players- two cute hyperactive young sisters- that  I'm teaching D&D to from the ground up.  

They're pretty fast learners too: in a short session last night I taught the two of them how roll up characters, using the 4D6- drop lowest method, and then ran a quick test combat where one of them got a critical hit, and the other made a good saving throw vs. a fireball.  Their reactions were good too: Alice paid close attention to the rolling dice and batted one with her paw, and Dorothy while initially shying away from the D20, came back and stared intently for a full minute before wandering away under the table.

I'm thinking that D&D may be more fun for them than either the laser pointer or balls of yarn.  So things are looking up, gaming-wise.
roseembolism: (Totoro)
One thing that annoys me in Mythos horror, especially when it comes to rpgs,  is the overuse (or rather any use) of the word "indescribable".  To his credit Lovecraft used the term infrequently, because he had a vast store of sespequidillion words he drew on.  Its the writers with a scanty store of words that overuse the term, as shorthand for cosmic horror we can't understand.   And in RPGs, all too often it's used as a cheap crutch for unimaginative GMs. 

Which can backfire, as so:

"You gape at the indescribable terror of the elder god.  Then his writhing tentacles reach out, grab you and -"
"Hang on, what tentacles?"
"The elder gods tentacles, duh. Anyway, they grab you and-"
"But you said it was, quote, indescribable."
"...Yeah, so?
"Well, you just went and described it. You said it had tentacles!"
"It's an Elder God! Of course its indescribable!"
"Make up your mind. Either it's indescribable, or it's got tentacles. Can't have both."
"It's got to have tentacles to grab you!"
"That's not MY problem."

The moral being, in a medium that depends on verbal communication, always describe, don't tell.  Especially when you have nitpicky players.
roseembolism: (Default)
This insult sounds perfectly reasonable: 

"I've got dice older'n you!"

And you know, I think I might have some 20 year-old dice floating around somewhere...
roseembolism: (Default)
For Sandpanther, more or less.



I was fiddling around with the motivational poster generator to find something to send to the immense RPG Motivational Poster thread at rpg.net, and couldn't resist doing something based off of a snarky comment [profile] sandpanther used to make about a character in Samurai Troopers who had a repeated problem with gravity.  I honestly tried a long search for a picture of Ryu falling, to no avail, so I finally used the best falling themed poster I could find. 

It's a little blurry, but oh well...
roseembolism: (sandman)

...but never have.

The idea is very simple: w
e’ve all had ideas for games that have never quite made it to the gaming table, for one reason or another, ideas that are just too cool to die.  So this is a thread to toss out your favorite game ideas that have never happened, probably never will happend, but wouldn't it be neat if you could?

 

To start:

 

The Man From AEON

It's the Adventure! universe taken up to 1965. The old guard of the Aeon Club is gone, but Aeon itself has expanded into an international organization devoted to helping humanity help itself.  As agents of the mysterious Proteus division, you deal with the hidden weirdness so that humanity doesn’t have to: from talking apes to madmen plotting nuclear Armageddon from their volcano fortresses.  It’s the 1960s as they should be, because Adventure! is just so damn perfect for the superspy genre.

 

 

roseembolism: (Default)
[Bad username or site: James Nicholl @ livejournal.com] recently did a poll on which is more depressing: "When She Loved Me", from Toy Story 2, or "Puff the Magic Dragon". It wasn't until I was halfway through that I realized what I had, so I figured I'd repost it.

Puff the Magic Dragon, of course. I mean, "When she Loved Me" may seriously screw you up- it has it all over PtMD for the emotions and intensity. When the singer gets that little catch in her voice, it brings the tears on. But with "Puff", that's not just the end of a relationship, it's the end of the era. Once the ganja is gone, the party's over. It's all just over: Jacky goes and finds some new drugs.

I mean, Jackie Paper right this moment is working late on an anti-youtube suit. It's been twenty-five years since his last Dead concert; he's working on his second house, his third wife, and his first stroke. Paper's too busy to really think about it, but he's catching his breath more when he goes up the stairs, and the secretaries- god they're so young- are no longer giggling at his flirting. Some of them even avoid him now. It's almost like they don't find him sexy any more.

He hasn't talked to his wife in days, and his daughter, the older one from the first marriage, just rolls her eyes when he tries to give her advice, and goes back to listening to that hip-hop crap. Disrespectful spoiled kids, all of that generation. Thank god she turns eighteen next month. She can just TRY to get college money from him. And his younger son is worse. Just last weekend when he had custody, Paper couldn't get any work done because the kid just kept babbling about dragons and pirates and kings. The brat is probably already on meth or something....

Dedicated to all Autumn People, everywhere.
roseembolism: (Hunter)
Let's see...in retrospect, taking the kitties to be neutered the day after Dundracon, and then starting a new heavy-learning-curve job the next day wasn't the best idea. I'm wiped, and will barely be able to crawl into the weekend. The kitties sudden notion that "Of course daddy (not mommy, she needs to sleep) will want to wake up and play "Pounce on Dad" at 5:30 in the morning!"isn't helping. I'm thinking it's some sort of strange revenge on their part.

Oh yeah, there was a con. I barely got into any of the games I was interested in, partially due to lack of tactics on my part (i.e. trying to crash games I wasn't picked for), an annoying last-minute announcement of game players, and the need to go down and feed the kitties twice during the weekend. So only three games (along with a couple games of Lunch Money). But the three games WERE interesting.

Friday night: After some alcohol and lunch Money, I crashed the playtest demo of Mecha vs. Kaiju, the True20 game about well, giant robots, and giant-er monsters. It was a lot of fun, though the RPing wasn't top notch. It was a great intro to the setting and system, both of which impressed me enough to buy the True20 book. About which thee will be more later. The game actually went seven of the eight allotted hours, so I ended up stumbling into bed at 3AM.

Saturday: I did some shopping, immediately picking up true20, My Life Life With Master, and a bargain bin version of Albedo. I consider that a good haul, and was pleasantly surprised to see RXM thought that MLWM was incredibly well written, dramatic and sad. I'll have to run a quick game soon. I then had to make a run down to San Jose to feed the kitties, and clean up the massive amount of water they had spread around. Damned reservoir water dish. I got back just in time for...the wrong game. Somebody scheduled me in a game that was NOT my choice. Which actually turned out well, because I ended up in...

...The Team Volari City of Heroes superhero game. Which was massively kickass. I ended up as one of the few non-powered people at a superhero conference, a Senator devoted to making the conference go smoothly...so later on the army could invade. For some reason, probably due to heat exhaustion (coat, tie, unventilated room- do the math), my goals went from "Make conference go smoothly so the war can start on schedule" to "Make war start right here and now by turning everyone on each other." At one point while I was tearfully explaining to the guy with no memory that the girl over there not only had done awful experiments on him, but that, (Gasp! HORROR!), a GM walked by, and hung around. I only found out later that the GM was having trouble cracking up and the massive amount of BS I was feeding the guy. Which is why I won a prize- truly I was shocked.

Sunday. More shopping. Second LARP- a superhero game based on Brave New World (the rpg, not the book). I was a reporter at a conference to discuss a "superhero registration act", and a bit disgruntled because I had no powers. Until I suddenly did, briefly, and used them to try to assassinate a senator. What's worse than having no powers? Discovering you have uncontrollable powers? How about discovering that you're a mind-controlled assassin for an evil villain who holds all the cards? Again the game was fun, though I couldn't help feeling that there was really no way to stop the bad guy. Pity there won't be a sequel, what with the villain starting W.W.III and all.

And then I went to feed the cats, and then went to collapse. I was interrupted by [livejournal.com profile] amywithani and [livejournal.com profile] palecur, who treated me to wine and celebrations for my new job. Having fantastic friends like them is a new experience I definitely want to get used to. I slipped into a brief coma, woke up long enough to stumble over to Team Volari for some mead, and to mock some music videos, and then I crashed hard.. Monday there was no game, but there was a brunch, and then a trip home to cats who were NOT speaking to the parents who abandoned them, no sir.

So , a few games, way too much shopping, and hanging out with really cool people. I think I'll be back next year.
roseembolism: (Default)
TEAM SEVEN


THE BACKGROUND )


THE LOCATION )


SOME PERSONNEL )


SOME DEPARTMENTS )


Apologies for the huge post. More information on PIED, as well as some (mostly unnecessary)cosmology, next.
roseembolism: (Default)
I'm serious- this should really be titled "Seven Deadly Chambers of Awesome", though it's actually called "Knights of Cydonis", by the band muse.

So why is awesome? Because it's in the form of a movie (and at six minutes packs as much story as some two-hour movies I've seen), that has homages to every type cheesy Saturday-afternoon film I used to watch: bad chop-socky movies; Sergio Leone spaghetti westerns; Planet of the Apes; Buck Rogers...it's a stripped down Kill Bill with the volume turned up to 11.

It's also what any game of Feng Shui or Rifts I play in should look like. Seriously.
roseembolism: (Default)
There’s something about abandoned places that trigger my imagination- I feel I have to use them in something, create a story or scenario around them. It’s like the vacancy left by departed people demands to be filled by something artistic.

The ruins described in this website are particularly evocative, in a very, very eerie kind of way. They make demands to me to be used in a game, especially the girls orphanage - it's positively Silent Hill. It's crying out to be the setting of a good horror film- or RPG.

My immediate impulse is to print pictures to use as props- particularily that long-distance picture of it out on the point, and the picture of it looming out of the fog, and use them as props in a World of Darkness or Call of Cthulhu game. I think the players would immediately know what sort of game they would be getting into.

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