Friday, October 3, 2008

Gaming on the Fringe

Anyone noticing a pattern this TV season? Could we have a few more cop dramas?

We have, what, two Law & Order spin offs? There are at least two CSIs, The Closer, Saving Grace, Monk, Pysche, then The Mentalist and Fringe. Might as well toss in Raising the Bar and Boston Legal. So, either they are trying to be Law & Order or X-Files - or both.

Nearly a decade ago, I ran an X-Files-like game. I think it was one of the best things I ever ran. My group seemed to like it, one of my old players still talks about it.


It worked great - until the players found the truth ...


I started with, frankly, the perfect game system for it: GURPS. Simple, easy GURPS. I supplemented this with a great book - Delta Green. DG is a supplement for modern Call of Cthulhu, worth the cover price as a horror novel in its own right. (They have recently released it for d20 - Get It!) On top of this, I had the excellent GURPS supplement Cthulhupunk.

I started the game by sending all the potential players a real-life snail mail. Envelopes, stamps, the whole bit. (From the beginning, this campaign exercised my love of props.) The letter was from then president Bill Clinton, inviting the player to a meeting at the White House. The letter named the time and date. Most of the players were smart enough to get that the time and date were actually at my apartment.

In separate emails, I informed the players to show up with a character concept for an "investigator" type character. The night of the game, the players and I worked on their characters. We pulled info directly out of the Delta Green book. I passed it around and let them all look at it. (This will be important later.)

One of the best parts of the Delta Green book is the HUGE list of US government agencies with an investigative wing. Most would think of the FBI, the DoJ and a few might think about Treasury, but there are dozens of agencies. In our group, over the course of the campaign, we had FBI, CIA, NSA, Defense Intelligence Agency, Government Accountability Office and a Marshal from the Treasury department. And that just scratches the surface!

The fun thing about using members from all of these agencies is that they have to be secret! In real life, this kind of inter-agency co-operation would require Congressional oversight. Doing it without oversight and getting caught will get you jail time at least and shot for treason at most. So, you might consider doing it with oversight, until you think about how much red tape that might throw up.

Oversight was also taken off the table by the situation. After character creation, the PCs attended their meeting at the White House, or more precisely, a few dozen floors below the White House. When they arrived for the meeting, they witnessed a man talking to, could it be? President Clinton himself? "Clinton" left the room leaving the gentleman behind. He explained to the group that there was something going on, and that the group needed to explore it. Whatever was going on was highly unusual. He wanted them to keep their eyes open for the truly strange - even supernatural. But, most importantly, to report only to him and stay quiet about it - they were doing the bidding of the President.

The supernatural aspect of the game at this point was aided by our Air Force Lieutenant Colonel from the DIA, who had recently come off project Stargate. She was a Remote Viewer. In reality, many would say Remote Viewing is pseudoscience, however, in this campaign, RV was working technology. Every game needs a mage, right?

The game got weirder from there. Right away the group is investigating a murder and a series of seemingly disconnected events; the delivery of a clay vessel of rice from a archaeological site to the wrong museum in Illinois, a group of drug smugglers moving a load of africanized (killer) bees in Miami, mushroom pickers in the Pacific Northwest and several people walking around with old Chinese coins. In the end, the connection was to a cult, trying to assemble an ancient diet that would grant them immortality. In their attempts to gain immortality, they managed to steal, smuggle and even murder. Fun group.

As the PCs liberated or arrested or killed each member of the cult, the remaining members became more desperate. It was revealed that the leader had changed tactics and now wanted to build himself a jade coffin to somehow grant him immortality. The group found out the cult leader would be attending a raw jade auction. The group showed and saw that the leader was indeed present. But, he never bid on the jade. Eventually, the auction ended and the leader managed to avoid observation as he left.

The jade was transfered to a truck and the PCs involved themselves as security for the shipment. Sure enough, the shipment was attacked in a coordinated fashion. In the end, the attackers used a 007-esque vehicle to get under the truck while it was moving, open a hole in the bottom of the trailer, remove the jade and then high-tail it into the desert. The group had lost the leader and the jade. They later found the leader again and he was again able to elude them a second before they closed in on him by use of a sky-hook.

This whole "Jade Cult" story line ran over the course of more than a year. (Two years?) We played two or three times a month. I also ran other stories in the process. I tried to use X-Files creator Chris Carter's theories. Carter would write stories that were either "Monster of the Week" or "Mythos". The "MoW" episodes were just strange things that might never be explained. The "Mythos" episodes extended the longer running story arcs, sometimes connecting them. Carter explained that sometimes the Monsters of the Week came back to become part of the Mythos. I liked this idea a lot. We had a group of whacks killing people by driving "shillelaghs" through their hearts. We had people infested with symbiotic worms that granted them certain powers. The Knights Templar, The Masons, Nazis and a computer hacker that fed the PCs information whether the group wanted it or not. Et cetera, et cetera.

One of my favorite sessions was Project Peach Crate. (I have tried to write this up for Pyramid or some other magazine and I just can get whatever it was that made this so much fun on paper.) "Peach Crate" was a group who had split off from the DIA, built sensory deprivation tanks, used various drugs and performed remote viewing. They used an oil supertanker to move around. They had papers that showed that one side of the boat was not seaworthy to carry oil, but was filled with gravel ballast, when in actuality it was filled with freaky remote viewers! My favorite part of this was that I gave one of the players a map. As I said, I loves me some props. So, I mailed the map to her. But, this wouldn't be fun if it was that easy. The map had been shredded!! So, this poor player had to take scotch tape and rebuild this document. The worst part about this is that I didn't own a shredder. I was working at Boeing at the time, I used theirs. I walked out of a government contractor's building with a shredded document. Thank the gods this was before 9/11!

If the above "sensory deprivation tanks and drugs" sounds like a recent episode of Fringe, you should have seen our reaction to the first X-Files movie! The campaign had been going on for a while before the first X-Files movie came out. The player with the Remote Viewing PC and I went to see the movie together. There were about three things that seemed to be pulled directly out of my game - including the bees! I was convinced for a week that Chris Carter and I shared a brain!

But, all good things must come to an end. As the PCs got deeper into their plight and moved further out of the control of the US Government (and the conspiracy that had brought them together that night under the White House), they needed a base to work from. Their hacker friend found them just the spot - a banana plantation for cheap in Brazil. At this point, I went for broke and finally turned on the Cthulhu full blast. The local villagers and plantation workers worshiped a statue of Ol'Tentacle Face himself. The group found a Book of Knowledge Man was Not Meant to Know in the mansion house library, etc. For well over a year, I had been running Call of Cthulhu, but had never gotten them this deep into the mythos. Unbeknown to the players, the cult leader had been talking to one of the Great Old Ones - that's where he was getting his knowledge. The group had several brushes with the mythos, but nothing this direct.

The players were completely shocked at this revelation. They were not keen on playing characters that would slowly go mad. The thing that bugged me was that I hadn't realized I had done this good of a job hiding what I was doing. I sat with two Cthulhu related books next to my chair, prominently displayed, every game session. We had pulled material out of both books. I thought it was pretty obvious.

My players were not impressed and the game broke down. I had folders of information and pictures I would never use. The cult leader remains at large to this day. And, somewhere in my apartment, I have an envelope of old, Chinese coins and a terracotta pot filled with rice, both purchased at Cost Plus.

With the advent of all these cop dramas and the reemergence of X-Files-like shows on the TV, I'd love to run or play in a game like this again. I keep thinking something a little less global, more local. Maybe a "paranormal task force" in a large metropolitan police force, I think Chicago might be perfect, but New York, LA or even Seattle would work. It would be easy to blend old world mysticism and Cthulhu mythos with modern tabloid urban legend. Maybe one of the cops is psychic or they work with a psychic NPC. Throw in some interference from the Feds, especially Homeland Security and it would be as frustrating and fun as Law & Order meets The X-Files.

In the words of Dr. Bishop: "Excellent! Now let's make some LSD!"

Labels:

Tuesday, August 5, 2008

Plots are us!

One of you asked for it! (Thanks HollyKing!) This is Throw Away Plot #3!

Previously I threw away a plot for Star Wars and for Star Trek.

This time around, I want to throw away a plot with a Super Hero theme. This summer has been all about the Comic Book Movie. We have Iron Man, the Incredible Hulk and Batman movies dancing around our heads. In the past few years we have seen the rise of the Comic Book Movie with Spider Man, X Men, Fantastic Four and others ka-blaming through our local cineplexes. With teases at the end of some of these movies suggesting sequels and trailers for The Watchmen in the theaters - this trend will not end any time soon.

I have a spectacularly bad history with running Super Power games. I played in a great game while I lived in STL - but I should have taken a clue. While everyone else was running around in skin-tight suits, whomping people with mutant super-powers, my character had a Mac 10, a computer in his skull and shark cartilage armor. "Jakker" was more suited to a game of Shadowrun than a Supers game.

I played in a second supers game with the same GM. The game had a B-Movie feel to it - I think the GM had grabbed a copy of GURPS Supers and GURPS Atomic Horror and ran with it! The game was short lived but brilliant!

So, there I am, thinking, huh! I could run a Supers game!

I've never read comic books - I always thought they were over priced wastes of money. I would buy the omnibuses now and then - at $12 to $20 bucks, even in black and white - they were great ways to get some comic book into my life. But, really, I don't have a stack of omnibuses, just a few.

It boils down to the fact that I really don't get comic books. When I think super powers, for some reason my mind runs toward science fiction: powers would have some plausible explanation. In truth, comic books are pure fantasy. They are ancient myths with a modern spin. Superman would have been a god in another era. Spiderman is an animal avatar if there ever was one, same with Wolverine. Bruce Banner is a man possessed by a demon! The comic books have even pulled directly from myth, Thor and Hercules are still running around in pulp pages.

Yet, I have repeatedly managed to miss the point. I've run at least three Super Powered games - all failed. Proof that watching a few movies does not a good Supers GM make. The last was the most successful. It more resembled a Stephen King novel than something by Lee & Kirby and it lasted less than six months.

However, a while back I came up with an idea that I thought would be fun. It's almost Super Powers.

The story goes like this: NASA's SOHO probe detects a solar flare. The flare is pretty bad - so bad it burns out portions of the probe. The flare hits Earth and does lots of damage to the telecommunications system.

In the end, nothing is unrecoverable - the result is a day of interrupted communications but something that could have been MUCH worse. Life goes on and people have some great stories.

The NASA researches begin seeing some anomalies. First, the strength of the flare burned out the SOHO probe, why were the communication satellites not more damaged? Further, light travels from the Sun to Earth in about 8 minutes. Yet, the flare hit Earth in under four. The leading edge of the flare touched Earth before the much closer probe's information reached Earth. The particles in the flare were traveling much faster than the speed of light!

The NASA information is largely ignored as vital info from NASA often is (but I'm not bitter!)

A few days after the flare, some strange things begin happening. Odd, unexplained accidents. Persons vanishing, appearing elsewhere, not knowing how they got there. A series of cat burglaries where nothing of real value goes missing.

Finally, a reporter pulls the threads together. His story begins with a string of beads that were stolen from the Heathrow airport. They were on display in the concourse. While digging an underground elevator shaft, a "kitchen midden" was discovered; essentially an ancient garbage dump. Archaeologists were called out to preserve what they could - they found some interesting pottery shards, bones indicating the local cuisine at the time and some other broken artifacts, including a broken string of glass beads. One of the beads was green glass and a bird had been cut into it. The burglar stole just the beads, worth no more than a few hundred pounds to a collector. A gold ring displayed next to the beads was left behind.

A 12 car accident in Chicago resulted in three deaths and dozens of injuries. However, one young lady walked away untouched. The reporter interviewed her and noticed a bead she wore on a silk cord, she found the brown, unglazed bead in an antique shop. The bead had been carved into the shape of a turtle. When the bead was carbon-dated, it was more than 3000 years old. The reporter goes on and on, detailing several incidents surrounding these beads.

In game terms, each bead gives some gift to the wearer; a power or some advantage. The beads can be any shape or size, made of any substance. Beads have been dated as far back as 10k years, but none newer that 2000 years. The beads often appear as a simple bead with a engraved design, some are cast into very complex and intricate designs, others are just a wooden bead with a painted on animal or pictograph.

Once the reporter comes forward, the race is on! It's about this point that I would bring in the players. Each player has a bead. The bead should be interesting but not super powered. Say, "underwater breathing", not "immune to bullets". Almost immediately, I imagine that the players would discover that they can easily trade the beads and the power follows the bead. They could also discover that the beads work together, so if a player had a bead that made him grow larger, and he put on a bead from his teammate that gave him fur and claws, he'd look like a werewolf! If he put on another bead, he could shoot lightning from his claws, etc.

Once this is revealed, the players are going to want more beads. So is everyone else on the planet! They will want to talk to archaeologists, collectors and antique shops to find more beads. Imagine buying super-powers, not to mention super fakes, on eBay!

We can then begin connecting all kinds of fun, historic, pseudo science and conspiracy. From crop circles to ley lines to Stone Henge to the Nasca lines to Atlantis. Where did the beads come from? Who made them? Why did they make them? Why did they reactivate? Will they be more powerful at a place of power, say an Aztec temple or Easter Island? Are they more powerful on a clear night with the whole Milky Way showering them with star dust?

Of course there are some, like our cat burglar, who got a jump on everyone else. "Scorpio", as she likes to be called, has the Heathrow Beads, as well as others she has stolen. She begins going after those that own beads, either buying, intimidating or killing them to get to her goal. Soon, she has a rather impressive necklace, not to mention an impressive collection of powers. She will be quite a challenge for the players.

I thought it might be fun to keep the astrological and astronomical associations going, introducing other villains with zodiological names like Pisces and Cancer. Even Aries and Mars could walk the Earth, and, for fun, Betelgeuse.

The great thing about beating a foe in this game: his powers now go to the group. The group increases in beads and thus power with each success. The group can also trade amongst themselves, changing and improving their powers as they go. I figured that eventually, certain beads would show up that enhance other beads or even protect them. Beads with just about any power imaginable could appear. Combining them could make whole new powers. One could even have "sets" of beads, each has a power, but as more of the set are brought together, other powers are unlocked. With the whole set, a large power is unlocked. There could also be beads that add no benefit to the user, but give benefits to the party, etc.

How do you control the power level of this game? A guy with a vest of beads will be darn near invincible and maybe without weakness. First, control the number of beads. There were only so many made, only so many can be around. Next, the beads are destroyable. Thus, in a fight, players might lose beads - but so might the bad guys! (This keeps guns and sharp-shooters in play!) In the end, I think a game like this could get very out of control unless the GM ran it with an iron hand.

Eventually, someone (player, NPC, villain) is going to try to make a new bead. They will likely destroy several to discover the technology, maybe dozens, even hundreds. Will they succeed? Will they create an even more powerful bead? Will their bead fail catastrophically? That's up to the GM and some rolls on "Craft: Bead".

The coolest part of this for me: props! I'm a GM that believes in props. In this game, each player could actually wear their beads! A bag of cheap wooden beads can be purchased at any big box craft store. A few minutes with these beads and a Sharpie or a paint pen and you would have some decent props. String them on some hemp or silk cord and BINGO! Cool props for your players!

I've thought several times of writing this up in detail and trying to get it published. I still reserve that right!

Labels:

Monday, May 5, 2008

Another throw away plot.

You all might remember that I gave away a good plot a few months back - well, at least I thought it was a good plot. You can read that here.

Well, I have another one for you. My Star Wars group is talking about switching to the new Saga rules for the Star Wars RPG. Might be cool. We're still talking. I won't have to buy any books as I got my books for Xmas.

See, a friend of mine got a discounted core rulebook, got excited and wanted to play. As you can tell from my entry there in November, I was hot to play anything. So, I told the guy, I'll run anything you want after Xmas - I'll put the books on my list with high priority. My wife feels pretty safe buying me gaming books - especially if I point them out on Amazon. Cool. He wants to play something before the movies, something like Knights of the Old Republic and he wanted to play a Wookie Jedi.

Oh! Was I ever hip to that?! I dove into Wookiepedia head first! Before I knew it, I had floods of great ideas.

I told him to build a first level Wookie, best to be a Fringer type or a Scoundrel. (I hear the classes are different now, I didn't know that then.) But, I didn't want him to actually be a Jedi yet, just be Force Sensitive. And that's all I told him, other than the fact that I was setting the game before KotOR.

Matter of fact, I intended to set it WAY before KotOR! Something like 20,000 years before KotOR!

My thought was this: a Rakatan ship carrying wookie slaves crash landed on a planet in the middle of no-where. The ship was never found. The wookies freed themselves, and the Rakatan technology got loose and did to this planet what it did to Kashyyyk; namely, terraformed it.

A few thousand years later, the wooks were happy, healthy and unaware that their planet lay between Hutt space and Xim the Despot's empire. Xim and the Hutts fought a terrible war - and I thought it would be fun the make this poor little wookie planet one of the battle fields. I could just see Xim's giant battle droids taking on Klatoonian soldiers and Hutt droid tanks! All the while the PC would be in the middle, trying to save his home world. How epic is that?

I figured I would give the PC a phrik Rakatan sword. Sure, it pulsed with the Dark Side, but if the PC pumped enough Light Side energy into it, the weapon would change and become as good as a light saber in many ways, maybe even better. I thought I might get a Force ghost to act as the PC's mentor on the ways of the Jedi and the Force. I also figured there might be a Rakatan Star Map lying around that would point the PC to a non-hyperdrive fighter, like, oh, this one!

In the end, the guy in question was just too busy. He never even finished making his character. Too bad - I think this could have been a fun game. As before, it's yours to use - enjoy!

Labels: ,

Friday, November 2, 2007

Must be jonesing ...

It's been a while since I have played a game. This time of year, adultitis kicks in and all my gaming buddies begin to have a lot of work and family obligations that deeply cut into game time.

Today, I bought a pot pie for lunch in the cafe' at work. I began cutting little hex maps in the landscape of the pie crust with my fork!

I'm currently reading Betrayal (Star Wars: Legacy of the Force, Book 1). I'm spending most of the time I'm reading with thoughts like "Hmm! That's a neat Jedi trick!" and "Oh! I'll have to use that move in my next starship dog fight!"

It's very sad how a gamer can be reduced this low - all from lack of playing!

The adultitis has gotten so bad that I proposed putting together a game with a group of friends - most of whom don't have a regular group. They had to be jonesing worse than I!

They didn't seem very interested. I thought it was a fun idea. So, I thought I would share with you all - feel free to steal.

I gave the group a tease along these lines:

The Federation lost 40 ships at Wolf 359 to the Borg cube.

Eleven thousand crew were presumed dead or assimilated.

What if a few crew survived?


If you are a fan of Star Trek the Next Generation and a Role Player - I figured this would get you ready to stand up and cheer. No such reaction from my would-be players!

My thought was that the players would have been masked from the Borg, and later the Enterprise, by warp core breeches or radiation or some such. Eventually, the players could reestablish contact with each other and begin to rescue one another and gather someplace they could establish life support.

At this stage, pirates would show up to raid the remains of the fallen ships - some good hand-to-hand combat would follow. *Cue Amok Music!*

Next, the PCs would probably try to resume communications with Star Fleet. Between the radiation from the wreckage and other issues - they would have no luck.

I was figuring that someone would start looking at the fact that they were not going to get rescued - but, there might be enough bits and parts in the field of wrecked ships to allow them to assemble a ship and escape.

I was willing to give them all the time in the world to do this. I came up with a list of bits; saucers, nacelles, engineering sections, etc. I figured I would make up a set of funky photo copied pieces and allow the players to puzzle together what ship they wanted. All the the bits have strengths and weaknesses, one saucer had a working computer core but non-functioning phasers, etc. Some of the bits also had surprises. A few bits had deactivated Borg who were there to gather intel and act as booby traps. One computer core had gone insane - all kinds of fun!

I figured the next challenge would be to drop some Ferengi into the area. They would want the salvage rights to the ruined ships - even if they had to take it by force. If the crew had built a simple ship, they could choose to fight or simply warp out. A more complex or heavier ship would have to rely on whatever it had ready to go at that moment to defeat the Ferengi - who probably wouldn't put up much of a fight anyway.

Once the ship was finished, or finished enough, they could warp to a new area and call Star Fleet. Star Fleet would inform them that they had been declared dead. They would also tell them that they didn't trust them to not be a trick by the Borg. If pushed far enough, Star Fleet would tell them that their signal was corrupted and looked like a Borg comm signal. The only way they could prove they were not dead would be to show up in person for a full medical exam.

At this point, the players could choose to do as the Federation requests or go rogue. I imagine they would stay with the Fed just because it's easier. But, I'd leave the option open.

Next, I'd drop a couple of Klingon Birds of Prey on them. The Klingons think they are Borg. The group will either have to talk their way out or fight.

Once they get to a Fed base, they are checked out and confirmed to be alive and they are reinstated with promotions all around. They will need those promotions as they will be given back they're refitted "Wolf Class" starship and given missions appropriate to that ship's capabilities.

Not a bad little plot, eh? Well, it's your plot now - my potential players didn't bite!

Labels: ,