roseembolism: (fhqwagads)
*Actual Play: Golden Sky Stories, The Little Shrine in the Forest*

Part 2: The First Scene
Last time, we wen't through character creation, which was very much a group effort.Now, we find a mystery, bicker a lot,  and make new contacts.
*SO, THE STORY*
It started off with me, Mako hanging out at the fox's shrine, because sometimes fish or fried tofu were left as offerings, and I was totally going to get them first. But it was a nice evening in late March, so we ended up at a picnic, in a field near a strawberry patch. Bunker the Tanuki thoughtfully provided shrimp from a dumpster, and I helpfully brought some breaded fried shrimp that some chef in a restaurant had left out on a counter. Well, he obviously didn't want it, did he? We smelled a wonderful odor of strawberries, so with Bunker leading, we- make that THEY rushed to the field, and I for some reason found my path going the same way. The gorging on strawberries was interrupted by a rabbit that pleaded with us to stop and  therearenomorenostrawberriesleftforusandwecan'teatthestrawberriesreallyfastpanictalk. Eventually we got the rabbit spirit, named Amasa (aka "Sweetness") to introduce herself, and got a slightly less confusing rendition of a problem of strawberries disappearing and humans and someone was eating the strawberry fields and blablahblah. Bunker, thinking Amasa was hungry, offered some shrimp that had stuck to her coat- rabbits don't like shrimp.
   
And that's when the human appeared! )

Next: The THING in the Greenhouse!
roseembolism: (fhqwagads)
Golden Sky Stories: Actual Play, "The Little Shrine in the Forest"

"Not that I care or whatever, but this is the story about me, the most important character in the story, and how I, OK, with the help of some other animal spirits, saved the world- make that a town- OK, a strawberry patch. And made a young girl's life better. Not that that's important to me you see. Because I'm a cat. And I just do what I want, just because." Mako, the black cat

This last weekend, at a small "Not going to Pacificon or Celesticon" NonCon, A one-off game of Golden Sky Stories happened, with five players who had never played GSS before, and a GM who had hadn't run a game in years.. This is the story of what happened, as related by Mako. The Most Important Character in the Game.

Golden Sky Stories is a game rather different from other role playing games. Rather than wandering dungeons, slaying monsters or the like, the players take the role f minor animal spirits who help the people in a small rural town in Japan. They help with minor crises, that are still quite important to the people involved. This is best described as a slice-of-life supernatural story, in the vein of Japanese anime such as Natsumi's Book of Friends, Totoro, Kamichu, Pon Poko, and Gingitsune. The emphasis is not on violence, but on solving minor problems in a heartwarming fashion.

Part 1: Character Creation )

Next: the first Scene! Rivalries will be enacted! Shrimp and strawberries will be eaten! Rocks will be thrown!
roseembolism: (fhqwagads)
The FATE Core kickstarter is in it's last day, and I strongly recommend that  if you haven't pledged yet, you go ahead and do so now. For a measly dollar, you get a PDF draft of the FATE Core document, and for $10.00, you get a huge amount of extra PDFs. Plus, if they make the 400K mark, then they'll be putting out a simplified version of the Dresdin Files game system. This is one of the best bargains I've ever seen in a kickstarter.
roseembolism: (fhqwagads)

This was originally intended to be a Metafilter post, but since Metafilter won't take posts about current kickstarter projects, I'm posting it here.


The Fantastic Adventures in Tabletop Entertainment (FATE) system has produced notable games ranging from the pulp themed Spirit of the Century, to the hard science fiction Diaspora, to the adaptation of the urban Fantasy series Dresdin Files, to the high fantasy Legends of Anglierre. However, there's never been a basic, official version of the system. Until now. A kickstarter has been launched to fund a FATE core system, and as of this writing, it has exceeded it's goals by some 70,000.dollars. So it's looking like by March, there'll be a hardcopy of the FATE core rules. One of the nice things about the kickstarter is that any contribution gets immediate access to a PDF rough draft of the rules.


Other official FATE products include the space opera Starblazer Adventures and Sci-fi Bulldogs. Unofficial FATE products include:Tri-Fold FATE, a simple version of FATE designed to fit in three pages. Tri-Fold Fantasy, An version of Tri-Fold FATE designed for fantasy games, Aspect only Tri-Fold: and Compact Fate, an expanded version of Tri-Fold FATE. There's also Strands of FATE, a variant version of FATE desgned for adventures ranging from street-level to superpowered heroics.

roseembolism: (Under the Green Moon)
I've been considering some of the lessons that can be learned from the Wolsung debacle, wherein the designers of a steampunk game apparently were unaware of just how racially insensitive the mixing of fantasy races with real world cultural stereotypes could be.

D&D and other fantasy games often do a lot of problematic conflating between physical and psychological and cultural attributes. Though at least  D&D doesn't directly conflate real-world cultural stereotypes with its races. The question then is, can ewe avoid unfortunate racial stereotyping?

The Wolsung controversy has been valuable to me, since it gives me examples of how not to approach race and culture in the Under the Green Moon setting I'm working on. A few ideas on how to avoid the failure of Wolsung:

1. Separate physical elements of different breeds of humanity from psychological or cultural traits. It's acceptable to say "Feralin tend to be stronger and tougher than the human standard, and have excellent night vision";  it's not good to say "Feralin are less intelligent and have bad tempers."

2. Define cultural traits as tendencies or common values rather than universal absolutes. Say, "Stories written in the Ashurvalen Empire,  celebrate modesty, honor, and House loyalty".

3. Write breed and cultural traits as stereotypes and reputations rather than facts: "The Feralin have a reputation in the Empire for ferocity and being close to nature."

4.  Avoid making any breed inherently less intelligent our otherwise mentally handicapped. Duh.

5. Give examples of characters that break the stereotypes: "Despite the reputation Feralins have, Lord Dochatta is a cold and calculating warrior."

Does anyone have any other ideas?
roseembolism: (Default)
Warning: this post contains a lot of triggering concepts, such as rape.

RPG writer James Desborough has caused a controversy that brings up issues of sexism, gaming culture, and censorship. Desborough, author of works such as The Slayers Guide to Female Gamers (review here), Nymphology (review here), and The-Quintessential-Temptress, posted a blog entry titled "In Defense of Rape" (NSFW edited blog here) where he contended that rape was an excellent plot device. In response, Malyn Cooper first asked game companies such as Mongoose and Steve Jackson games to stop publishing Desborough's work, then started a petition drive on Change.com (altered petition here).


Cut due to length and content )


That's the controversy in a nutshell. As to what I think?

James Desborough to me obviously covers a high degree of misogyny under a cover of satire, and he has an unhealthy fascination with rape. But is that a reason to censor him?

Well, no. And what's happening is not censorship. Even as writers like James Desborough have a right to write whatever they want, customers have a right to complain, and a right to pressure companies through words and collective purchasing power. Those who support Desborough on the basis of defending against censorship are misguided.

More importantly both Desborough's work and the ongoing rape threats against Malyn Cooper points out that the problem with sexism in rpgs is even worse than it commonly is thought to be. For a long time depictions of women in artwork has been problematic, and there['s been an attitude that rape and sexual assault in rpgs is either juvenile fun or a plot device. This attitude in my view is strongly inimical toward women being comfortable around gamers, not to mention the role playing hobby as a whole. Worse, it trivializes rape as a concept, making it easier for rapists and sexual harassers to operate.

If anything good can come out of this, at least this dialogue is being held, and there are people willing at least to take a stand. It's discouraging to see how many people are supporting Desborough, especially those who minimize the misogynistic elements of his work. But the fact that people are at least willing to complain is a sign of miniscule progress. Changing the culture is an excruciatingly slow task, one where there will be a lot of resistance. But if we really want to get to the point where gaming culture and the culture at large find rape and sexual harassment unacceptable, then things such as the Desborough controversy are necessary.
roseembolism: (belkarkiss)
While doing a bit of research on Usenet, I stumbled across this old story. It's nowhere near the worst gaming story I've heard (the game with the police and prostitutes is definitely worse), but this one is pretty much the most amusingly bad example of railroading I've ever read. And so:


On May 7 1998, 12:00 am, m...@ottawa.com wrote:

> Story #2:
> Playing Space Opera, I had a referee whose opposition was *always*, without
> fail, able to trivially kick the PCs' butt. He also railroaded with a
> heavier hand than anyone I'veevereven heard rumours of. We latched on to
> the pattern early in the game and started to experiment to see just how far
> this referee power trip went. One of the experiments was to just attack a
> random passer-by with everything we had (and, trust me, we had *incredible*
> levels of power!--this would have been a Monty Hall campaign except for the
> fact that everything else had even more power). Sure enough, this completely
> random passer-by just happened to be an incredibly poweful psionic who
> trivially wiped the streets clean with us. Then this same NPC--the one we
> opened up relationships with by trying to kill, mind--decided that we were
> trustworthy folk who would be perfect for a military mission he had in mind.
> Here's where things got very surreal:
> 1) We refused to participate so he teleported us to the battlefield.
> 2) We just stood around and ignored everything going on around us so we got
> teleported inside a (tracked) tank.
> 3) We refused to drive the tank or fire its gun at anything so it drove
> itself and shot at the opposition (who were, of course, able to just swat
> aside the rounds).
> 4) We climbed out of the tank and jumped in front of it under its treads so
> it levitated over us with its hitherto unseen anti-gravity device.
> 5) My character tried to use a force knife to cut his own throat, but the
> force knife blade contracted to nothing whenever it got close to being able
> to injure my character.
>
> At this point we all just got up and left the game, never to return.

Seriously, can anyone come up with a worse example?
roseembolism: (Amusedcat)
Sometimes mash-ups are brilliantly funny, and sometimes they are incredibly stupid. And sometimes they are both at the same time,


Case in point:


Ponycraft II: The Starcraft II trailer...with ponies.  )



And for a special bonus... )
roseembolism: (Hunter)
Over in the Giant in the Pllayground forums people started a thread about different ways to destroy a large city in D&D. That is, taking down a well defended, populous city the size of say` Forgotten Realm's Waterdeep perhaps.

Unfortunately, most of the suggestions have involved high level magic: plagues, crop destruction, a wight apocalypse, and the like. All of which I find boring and uncreative. Now myself, I could destroy that city with no magic or army at all, just using a maxed-out Diplomacy skill, and time.

Here's how my evil plan would work:

1. Encourage the city to specialize in manufacturing a single product, say an improved version of carts and carriages.

2. At the same time, encourage an Empire-wide, even continent-wide project of good roads, thereby encouraging people to buy the carriages. This provides easy access to and from the city.

3. As the manufacturing boom expands and the city focuses on the very profitable business, encourage the immigration of a disliked race (say, displaced elves maybe) as cheap labor. Encourage unrest and oppression of the downtrodden race.

4. At the same time, encourage the dominant race of the city to actually live outside the city in townships, and commute using the new roads.

5. After about ten-twenty years of this, and when racial tensions get high enough, spark a massive series of riots. This should trigger the wealthy dominant race to use the good road network to leave for greener pastures.

6. Now you're ready to move in for the kill. Suddenly reveal that other cities have been developing a similar manufacturing capability, and that they have been more innovative and responsive in making the product so that the market the city has depended on collapses.

7. And for the Coup de grâce, follow the riots with about 40 years of a corrupt and incompetent city government.

In the end, you'll have a ciity that's a shelll of itself, with no prospects for making things better. Effectively, it will be destroyed. Sure it will take a while, but it's a simple project for say, a half-elf bard with maximized Diplomacy+ of 40+

Fortunately, it's just a game I can't think of any plan so evil happening in the real world.
roseembolism: (Default)
Comes from my continual mishearing of a name. It sounded something like this:

"The Camorra family is on good terms with the Gandalf, but the Runorata are fighting them for control over the area."

So the idea is Middle Earth, where the Mages are immortal alchemists, and they've divided the world up into competing crime families, ala Baccano. It would be a wild tangle between Mafioso assassins, explosive-tossing street gangs, shadowy information brokers, and immortals. And of course the most accomplished and ruthless alchemists of all have their armies of homonculi that are only seen in the shadows, but are still known as elves and orcs...

Behind the pastoral background, shadowy figures make deals and go to war. Because a life of crime CAN go on forever.
roseembolism: (Default)
In which bad grammar leads to my worst character concept, ever.

As a test of the PDQ system, a poster on rpg.net presented us with a challenge: create a character based on one of a list of concepts he gave us. Well, I looked at the list, and though most of them didn't appeal to me, one caught my eye:

4) a 1920's cthulhu detective


OK, I'll bite. In my own way.


Great Cthulhu, Private Detective.

Great Old One (People) Master (+6): Surviving distant eons, intimidating lesser beings, flying through space when the stars are right, sleeping underwater, etc..

Nonterrestrial Matter
(Faculty) Expert (+4): Size and shape change, turning insubstantial when hit by a boat, etc..

Invader of Dreams Good (+2): invading dreams, dream telepathy, causing insanity, etc..

Sorcerer (Magic) Expert (+4): Dark dangerous magic, just as in Jaws of the Six Serpents.

Flatfoot (Profession) Expert (+4): Snooping, shadowing, shaking down mooks, walking down those mean streets, etc..

Squid of Honor
(Driver) Good (+2): Down these mean streets a Great Old One must go who is not himself mean, who is neither tarnished nor afraid. The detective must be a complete Great Old One and a common Great Old One and yet an unusual Great Old One. He must be, to use a rather weathered phrase, a Great Old One of honor.

Can Give as Good as He Gets Good (+2): Every detective needs to be able to take the occasional love tap to the back of the skull, or punch out a thug.

Trusty Service Revolver Good (+2): Because all dicks need to have one.

Marge, the Secretary (Companion) Good (+2): Again, a mainstay for an effective private eye.

Weakness: Heavy Sleeper (-2). It's tough getting out of bed first thing in the eon


I have to admit I really like the Prose Descriptive Qualities system: it's simple, modular, has a unified conflict resolution system, and much like it's ancestor Over the Edge, you can describe pretty much anything in it. So, I'll be talking more about how I ca use it later.
roseembolism: (belkarkiss)
So with the recent release of the 2nd. edition of the Mongoose Runequest rules, the question arose about which was the best version of Runequest. I was amazed at how many people favored Runequest III (Mythic Earth- ick!) Or MRQ II (I guess I'll have to have a look at it). Things do change, I guess. As for me...

For me, the best version of Runequest is always going to be the version I started playing over 25 years ago: Runequest 2nd. It had chargen that was simple and straightforward without adding up fiddly percentages, and included enough examples of extended experience that player could create their own previous experience templates. Likewise the rules for combat, encumberance and magic were simple and straightforward, a quality later editions lost. The basic set gave one enough world to build on, without overly constraining the GM or players. And if one wanted more cultural info, the supplements were wonderful. Sure you could still see bits and pieces where Runequest was derived from D&D, but at the time it was the go-to game for people who wanted things like a skill system, flexible character advancement, gritty combat and hit locations, all that stuff.

Best of all, the modularity of BRP let us combine stuff from other Chaosium games as they came out to make a melange that would make game world purists cry: Superworld? Yay! Japanese schooolgirls with superpowers invade Glorantha! Ringworld? Yay! There's a colony of prehistoric Kzinti on Glorantha! Call of Cthulhu? Yay! My Kzinti schoolgirl Rune Priestess tries to bind Cthulhu!

Oh yeah, we were young and didn't know any better, we were the original "Plug and Play" generation, and we made Rifts look well thought out. What we lacked in professionalism or literary merit we made up with in enthusiasm. Good times, good times.
roseembolism: (belkarkiss)
Someone was complaining in a recent thread about most players in fantasy games acting like a pack of murderous, psychhopathic hobos. While normally I would commiserate about the sociopathic nature of most player characters, this time something went "Sproing!" and I thought: hey, isn't this a fantasy version of a slasher movie where the PCS are the unstoppable killers? So why not give the players what they want and make it an actual slasher-flc style game?:
"You see a couple of teenage orcs having sex in the woods."
"I sneak up on them and hack them apart with my +5 chainsaw of dismembering!"
(See? It's not that far away from your average fantasy game, except the monsters are doing something besides guarding treasure.)

So, the moon is full and the woods around the village are filled with young kobold, goblinoid and drow couples with just one thing on their minds. Put on your hockey mask and gather up your favorite gardening implements; will cold blooded murder or teenage hormones rule the night?


Oh yeah- you also need a theme song.

Coming this Christmas to a theater near you-
the most terrifying game behind a screen.
There's a homicidal paladin who finds a goblin troop-
and he hacks up 9 or 10 in every scene.

Please don't reveal the secret die rolls to players-
don't spoil the big surprise,
You won't believe your eyes!
When you see PALADIN IN HELL! PALADIN IN HELL! PALADIN IN HELL IN 3-D! 3-D!!!




roseembolism: (Default)
In a recent discussion thread the question was brought up: visualize a modern world where D&D magic was developed in the middle ages. After considering what D&D magic is capable of, my personal view is that it would resemble nothing like either our world or the standard D&D world. For example, consider the effects of:


1431: Roun France
Joan of Arc: "You. Are going to burn. Me. Me. Do you want fire? Here's some fire- FIRE STORM! And while we're at it (summon) Talk to the Arcon about God and heresy."

(High level clerical spells and summonings could easily start, or end a crusade, and have really strange effects on religion.)


1512: Italy
Machiavelli: (hand gesture) "You will stop supporting the Medici's attack against Florence."
Pope Julius II: "I will stop supporting the Medici's attack against Florence."
Machiavelli: (hand gesture) "You will appoint me as your personal adviser."
Pope Julius II: "I will appoint you as my personal adviser."

(The effects of Dominate, Charm Person and similar spells can't be understated in completely warping he political state of the world. Just consider how many events in history could have been changed if a single ruler had decided other than he did.)


1540; Germany
Martin Luthor: "How DARE the Papists monopolize Healing Altars and Hero's Feasts for the wealthy! My Healing Altars and Hero's Feast Altars will serve everyone for free!"

(The ability to create magical devices will have the greatest effect on the world. It's possible in 3.X to create immobile chargeless at-will devices for spells up to True Resurrection. Sure they would be expensive, but the ability to bring back any deceased with no ill effect would massively change warfare, and the costs could be amortized over thousands of people. Similar devices for curing diseases could render plagues irrelevant, and at-will Heroes' Feasts devices could render most agriculture redundant.)


1505: Florence
Leonardo de Vinci: "And so we see by guiding the stream of water from the Decanter of Endless Water against the vanes of the screw, we have a source of motive power for pumps, cranes, carriages and an endless assortment of other devices. In fact, I am now working on a self-propelled balloon which will..."

(I've mentioned before that medieval and Renaissance engineers were very talented and ingenious in their own right, and their main limitations in construction were materials and power. Magic eliminates those restraints. Spells like Fabrication and Wall of Stone could revolutionize construction and engineering.)


In other words, very shortly the world will look nothing at all like history. We're talking about a Renaissance Singularity where the major limitations of the era are eliminated, and the political landscape subject to shifting at the whim of people with the right spells. And I think that considering what powerful magic could do to change pre-industrial Europe may be useful in thinking about creating unique fantasy worlds, and making them look more unique than a faux-medieval Europe.

So does anyone have any ideas of what bizarre things do you think could come out of a D&D/Historical Renaissance?
roseembolism: (Amusedcat)
It's been a long time in coming, but FINALLY we have the video game based film we all will see, and take our young relatives to as well...for the educational value.

No aliens, no nazis, no undead; just plenty of adventure on....


roseembolism: (Default)
So it occurred to me the other day that it's been over 20 years since the Cold War ended. An entire generation has grown up not understanding the resonance of the terms we used for what we thought would be impending mutual Armageddon. And so it occurred to me that perhaps fantasy metaphor might help explain things to younger fantasy buffs in shorthand.

For instance, this picture  by Chris Curran could explain to gamers at least, the concept of Mutual Assured Destruction:




Yeah. I think this one has M.A.D. down.
roseembolism: (Default)
"Midnighters: The Secret Hour" by Scott Westerfield, author of the "Uglies series.

A blurb about the novel:

Strange things happen at midnight in the town of Bixby, Oklahoma.

Time freezes.

Nobody moves.

For one secret hour each night, the town belongs to the dark creatures that haunt the shadows. Only a small group of people know about the secret hour -- only they are free to move about the midnight time.

These people call themselves Midnighters. Each one has a different power that is strongest at midnight: Seer, Mindcaster, Acrobat, Polymath. For years the Midnighters and the dark creatures have shared the secret hour, uneasily avoiding one another. All that changes when the new girl with an unmistakable midnight aura appears at Bixby High School.



Need a hint? No clue?

Try this:

The most I can say is hopefully in the novel, people don't have to put a gun to their head to activate their powers.
roseembolism: (Under the Green Moon)
In retrospect, the Under the Green Moon game last Saturday went pretty well, considering that a) I changed my mind about the scenario four days before the game, b) I lost a day to a computer virus and c) it was a party and there were a ton of distractions. It seems that people. Had fun, and the Heroquest system worked well, even though I forgot the rule book. I also didn't follow the recommended rules for increasing or decreasing difficulties according to the time in the game, and the final battle looked nothing like the rules in the book for extended contests. Oh well The only thing I regret is that the ending/denoument was rushed so that no proper explanation could be given. An epilogue needs to be written.

I did get some feedback from RacerxMachina, to the effect that I need to give myself more time to write the game, and that it would benefit from the sort of sandbox setting and player investment that comes from an extended campaign. Also, to get that investment, I need to write more. To all of which I agree completely. I myself was concerned about the game being linear- part of which comes from being a convention game.

She had another comment that took me by surprise, but which in retrospect makes sense: the UTGM games have been too focused on the past. It's been all about dealing with ancient wonders and threats, which overshadows the current age. Where, she wondered, were the new discoveries of the current cultures? What was going on in politics, art, and the like? They can't all be obsessed with the past, can they?

That's a valid concern. I confess I've been emphasizing "applied archaeology" both to emphasize some of the differences of the setting (being our far-future Earth), and because dealing with ancient artifacts, whether in a fetch and retrieve quest or a free-for-all McGuffin chase makes for a simple, obvious convention game. But she has a point- there is a lot that should be depicted as going on in the setting that has nothing to do with the past.

So my next project will be to do a list of some of the current events in the setting. That, and I need to get a map posted one of these days.

So does anyone have any additional comments, either on the game last Saturday, or in general?

Post from mobile portal m.livejournal.com
roseembolism: (Default)
Woke up this morning, with a cat standing on my chest, staring right down at me, inches from my my face.
"Hello Dorothy."
*stare* "Achoo!"
"Yaack!"
Nothing like getting sneezed at right in one's eyes to put the coming weekend in perspective.

On the other hand, I have packed my Trousers of Wonder, and as many other costumes as I can manage into a bag.  I am working on cookies, survival scones, and beef jerky.  Now we just need to see what, if any games I get into this year.  Assuming I don't have a cat-transmitted cold by Saturday.
roseembolism: (belkarkiss)
Over at the 20 Sided Women's Project, there is An Open Letter to the Gaming Industry, where a group of gamers make some complaints about how their gender is depicted and treated in the hobby. It's made a bit of a stir, here and there.

My thoughts? Things have improved in the last decade or so, but there is still huge room for improvement, especially in the way that women are depicted, both in game, and especially in art. The trope of "sexy useless female armor' for example, is pretty much a cliche, and has been for years.  And the discussions over this letter have revealed that there's still a large mix of misogyny and general cluelessness out there.

But what do you all think?



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