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Bear with us while we engage in some site jiggery-pokery.  Those of you who subscribe to the feed shouldn’t notice any difference.  Also it’s a bit harder to tell who wrote what post at the moment, but that’s OK by me – it makes it look like I’ve written more!


Originally written for lategaming.com.

The 23rd Letter – Black Monday

“Capitalism is the astounding belief that the most wickedest of men will do the most wickedest of things for the greatest good of everyone.”

The period following the end of the Second World War saw a time of huge change for the world. With peace restored, people felt it was safe to start a family again and the so-called Baby Boom ensued. Necessity had opened the door to the working woman and the signs of economic growth and prosperity were everywhere: jobs, families, houses and of course companies.

It was during this period that the Powers came into existence. During the war, several companies had assisted the government in their research into psychics. With the war over and military spending slashed, some of the brighter minds within the Projects turned to their colleagues in the private sector for work. Many of these companies went back to their original lines of business, but a small number continued their work in psychic research, providing lab-space, equipment and, most importantly, funding for teams of scientists determined to uncover the secrets of the psychic brain.

Many of these teams were shut down: after all, if a business unit cannot make money or shows no sign of being able to make a return, they are often the first to lose out in the annual budget rounds. But a few did well enough, through a combination of luck, brilliance and hard work. It was these few which eventually developed into the Powers of today.

With Government observation at an all time low, individual companies were able to relax safety protocols, test more subjects and in some cases expose entire communities to programs of drugs, psychic manipulation and selective breeding, all in an effort to produce more of what they desired most: power. Those companies who decided to take a more humanist approach to their research were quickly made obsolete, taken over or destroyed by rivals.

Were it not for the Cold War with Russia providing much of the cover, the Projects may have been able to stop the development of the Powers before it was too late. As it was, the governments of the NATO and Warsaw Pact nations were too concerned with each other to worry about what was going on in their own backyards. A blend of ruthlessness, subterfuge, assassination and recruitment kept the Powers safe while they accumulated wealth and knowledge.

In the mid-Eighties, with the Cold War winding down, the Projects finally started to take notice of the Powers and what they were doing, but it was already too late–the Powers were well entrenched, hidden, knowledgeable and above all, powerful. Weaker Project espers investigating suspected Power activity while stronger ones were made exorbitant offers to turn coat. In turn, the Projects gave more leeway to their operatives, living by the old adage of the end justifying the means.

This vicious circle continued until late 1987, specifically October 19th, also known as Black Monday. On that day, a well coordinated team of espers, working for Interra Holdings, used their abilities to bring about the largest one-day crash of world stock markets. Interra profited considerably from the crash and, somewhat unsurprisingly, all of their competitors lost out, some to the point of bankruptcy. Up until this point, the Powers had generally left each other alone, content to work on their own research and with their own teams, and occasionally to work together to common end. Black Monday opened up the floodgates.

Three things happened. Firstly, the larger Powers inflicted retribution on Interra. The Projects (and even the Press) reported astonishment at how quickly things like lack of sleep, paranoia, dyslexia and even the odd psychosis did to the mundane staff at Interra. Combined with a few well placed fires, blocked water mains and so forth and eventually Interra stock became junk. De-listing and bankruptcy followed shortly thereafter. The majority stockholders of the company turned out to be the same esper team who had cornered the market–they and their profits vanished without trace before any Power ever came near.

Secondly, Powers turned on each other. No longer seeing each other as potential allies against the Government, the Powers effectively eliminated each other, through legitimate means such as mergers and acquisitions, alongside shadier ones. This consolidation continued through the Nineties, and with the rise of globalization, the handful of remaining Powers settled into an uneasy acceptance of each other. Their activities became a lot harder to track, but their effects became a lot less prominent, and so the Projects eased off on the manpower dedicated to Power containment.

Thirdly, at around about this time, the first recorded Network cells sprung into existence. Up until this point, espers either worked for the Projects or the Powers–one of the two was considered safe haven. Whether or not Black Monday itself was a direct cause of the creation of the Network is unclear. The escalating violence between Projects and Powers alienated a lot of people, and when Powers turned on each other, people needed a place to go.

From the turn of the millennium, the Powers have evolved into what they are today–legitimate businesses, making lots of money in many countries, but with a hidden and darker purpose.


Originally written for lategaming.com.

The Quiet Time

We’ve not posted much in the last couple of weeks. This has been for a few reasons:

  1. Real life has got in the way of roleplaying
  2. Real life has got in the way of writing about roleplaying
  3. We’ve been talking about direction …

#3 is probably most interesting. We were working on a few ( 7 or 8 ) games at a very high level, and we have about 30 ideas that are a few lines long which could become interesting games in their own right. Up until now, we’ve had no real concerted strategy for producing a game.

Now we do. We’ve selected a game, we’ve thrashed out the content and now we’re doing the hard work of creating it. More information will be made available as we get closer to having something finished.


Originally written for lategaming.com.

Tiroconium – March 531

In the fair city of Cirencester, the Duke of Clarence hosts a tournament each year for newly-made knights, called Tiroconium. Two knights have stood out as being particularly noteworthy in this years tourney, Sir Borre and Sir Mordred. Just over one hundred knights made the journey to Cirencester, many from Ireland from whence Arthur has returned recently.

Sir Ulrus, son of Ulprus, recently knighted by Bishop Vargus of Dorset, arrives with little fanfare and sets up his camp near fellow Roman, Sir Cunobarrus. The two discuss which squadron they will join in the upcoming melee, while other knights arrive–both announce they will fight for the “South”.

From Lindsey: Sir Elad, Sir Rhufon, Sir Uwain and their handsome leader, Sir Dafydd. Setting up camp near Ulrus, the four join forces with Sir Mordred for the grand melee, almost as soon as they arrive, joining the side of the “North”.

Some sneer at the back of Sir Wolfgang, but none to his face–this mighty Saxon may be uncouth but his size and strength make even the bravest of the young knights think twice before speaking. He too announces his intention to fight on the side of the South.

The Grand Parade and Helm Inspection pass off without incident, although Sir Ulrus makes an impression with one of the judges, Sir Gawaine, and catches the eye of some of the onlooking ladies, although he is oblivious at the time. Later, at the Welcome Feast, Sir Ulrus is seen chatting amiably with a group of ladies, and perhaps quite intently with one of them.

Wolfgang, on the other hand, has challenged any Irishman to hand-to-hand combat, and Sir Cenn takes him up on the challenge. Mordred and Borre draw much of the attention, with their wealth, connections and good looks. Even Sir Dafydd feels a bit left out–his companion, Sir Uwain, is content to just partake of the tourney.

On the morrow, the joust begins. As expect, Sir Wolfgang goes out in the first round (to Sir Aimon)–while wicked with his Great Axe, he shows his lack of experience on horseback. Sir Ulrus does well in the first round, unhorsing Sir Eadric (and wounding him in the process), but goes down in the second to Sir Foulque the French. Almost immediately, Sir Ulrus issues a challenge to his conqueror, but is defeated yet again, losing one of his horses in the process. Seemingly morose, he challenges Sir Mordred to the death, but luckily Uwain is nearby and prevents the herald from announcing such a crazy course of action.

Sir Uwain himself fairs well, unseating Sir Cunobarrus and Sir Cadmar, only to fall foul of his travelling companion Sir Dafydd in the third round. Sir Mordred goes on to win the joust, taking home the destrier offered as a prize. Sir Uwain issues challenge to Sir Dafydd, lance-then-sword, which Sir Dafydd accepts. A spectacular charge by Uwain not only unhorses Dafydd, but leaves him wounded–proud Dafydd calls Uwain off his horse, and Sir Uwain obliges but handily defeats his opponent and forces him to yield. Needless to say, the two part company, especially once Sir Uwain claims Dafydd’s charger as prize.

Sir Wolfgang defeats Sir Cenn in a close fought contest of Great Axe versus Great Spear–one that draws eyes from the wilder parts of Britain. No prize is claimed, as it is simple for love of the fight.

The final event is the Grand Melee, in which Sirs Wolfgang, Ulrus and Uwain acquit themselves well, with Sir Wolfgang lasting until almost the bitter end. The victory is declared for the South, and Sir Borre claims the prize of the Silver Sword for being the last man standing.

Before the prizes are given, Sir Ulrus must face Sir Mordred in the lists. He wears a lady’s favour in his helm, and looks sure and swift in the saddle. Bearing down on Sir Mordred, he unhorses him at first tilt, but Sir Mordred lands well and draws his sword. A clash of arms and Sir Mordred’s sword goes flying, leaving Sir Ulrus the victor.

With the prizes awarded (Sir Foulque won most challenges), Uwain, Ulrus, Wolfgang and Cunobarrus agree to travel to the Pentecost tournament in Camelot, although Sir Cunobarrus will leave them at Silchester. The four set off together on the King’s Road, eastward.


Originally written for lategaming.com.

Six Role-playing Annoyances

Here are some annoying habits that players can exhibit in your game. There are some suggestions as to how to deal with these problems, either by encouragement (as another player) or enforcement (as a GM).

  • Playing yourself, but with armour

Problem: the character has the exact same personality as the player, which means that every character that players plays has the same personality. The result is usually very forgettable characters a bland roleplaying experience for everyone else. Unfortunately, this type of player is often a roll-player also (see below). Even the two-word-personality is better than this.

Solution: The GM think about the character as a character, instead of a series of statistics. Write down the major motivations of that character and play them. Even two-dimensional role-playing is better than none.

  • Dick Ramhard, and other stupid character names

Problem: you try to play a serious game and someone comes up with a stupid name for their character. This leaves everyone either snickering or sighing every time the character introduces themselves.

Solution: keep your name appropriate to the game setting. GMs should veto stupid names anyway, so this could well be the result of poor refereeing or player-bullying.

  • Objection! Rules lawyering!

Problem: the flow of the game is constantly broken as the player points out the rules and loopholes that have been used or missed in every situation. This is common in players who are more used to GMing, and in those who prefer less narrative style games.

Solution: this is a tough one. Remind the player that the GM is the final arbiter in all things (stick). Reward the player for good role-play, ideally through creating good story,regardless of the rules (carrot). One way is to give a conditional award – e.g. Everyone gets 3 character points for last week’s session. One (or more) of Bob’s are conditional on him not pointing rules infractions in this week’s session.

  • Kobolds can’t kill us metagamers

Problem: the player knows the system/background really well, and knows what every creature or denizen is capable of doing. Often this results in the character taking unrealistic chances based on knowledge he/she wouldn’t have. Sometimes it’s saying something like “there can’t really be a huge dragon in that cave as we’re all puny characters and the GM wouldn’t do that to us”.

Solution: give standard foes a non-standard name and/or appearance. Give them abilities that they could have but aren’t in the published material. Kill stupid characters who go into the dragon’s cave – it’s harsh, but fair (make sure and give plenty of warning that this is a dangerous thing to do!). Don’t tell the players what they are up against – describe to the characters what they experience.

  • Solo adventuring for five (GM Hogging)

Problem: One player insists on taking up a large percentage of the GM’s time. Sometimes this is because of rules-lawyering (above), other times it’s just because they (the GM and the player) don’t realise what they are doing.

Solution: Whether you’re a GM or a player, the simplest solution is to engage the other players in roleplaying. As a player, you should also try to engage the GM-hog, which will free up the GM and get the game moving again. If you can’t engage him/her, at least the RP with your other team-mates will provide for an interesting session. As a GM, you need to get better at managing your time equally (as much as possible) between players – creating circumstances for inter-player RP is one of the most effective time management techniques.

  • Roll-playing, or role-playing?

Problem: a player insists on making a roll for everything (“It’s a … pleasure to meet you!”), which not only slows down the game, but many times doesn’t make any sense. This can often be frustratingly combined with rules-lawyering and playing oneself and at it’s worst can lead to min/maxing in order to ensure the best rolls.

Solution: as a GM, I’ve taken away a player’s dice and even his character sheet to prevent roll-playing. As a player, I’ve tried to lead by example – I keep my character sheet upside down as a rule, and roll only when the GM tells me to.

Got any more annoyances? I know there are lots I didn’t cover (like Munchkin, Hack and Slash, etc.) mostly because I felt like they were well-established (they have Wikipedia entries!).

Edit: apologies for the typo – I got roll and role mixed up at a key point. D’oh!


Originally written for lategaming.com.

Status: Refugee – Perspective Selection

One thing that was bugging me about this game was that which we’ve discussed on a number of occasions about different games: scope. If you are playing refugees with only a small number of worlds available to you, the sheer scope for play is mind-boggling. This then probably requires either a lot of work on the part of the GM, or a lot of background information in the form of source books – or more likely both.

Reducing the character roles available (at least in the initial version of the game) would help give this game better focus. It occurred to me that having the players take on the role of police / enforcement would create a lot of interesting roleplaying situations. What happens when a group of refugees on a particular planet start getting angry at their conditions and decide to become militant? What if two large groups of refugees who had rivalries on Earth get transplanted to the same planet? … and so on.

Giving the focus to policing allows me as a game designer to focus on the things that are important to that sort of role. E.g. what are the laws in different alien societies, how many planets are there and how many humans to each, etc. I can more easily create rules of thumb for large numbers of planets, because I’m viewing them from a particular perspective.

For now, as I continue work on this game, I’m going to assume that the players are humans working for this agency. Expect to see some more background information and fictional snippets over the coming weeks.


Originally written for lategaming.com.

Status: Refugee – A beginning

They repurposed I-90 into a massive people-processing line, putting you through checkpoint after checkpoint. This one for DNA scan, the next one for ID verification, the next for health assessment–the list seems endless. You stand under the afternoon sun, sweating (is the sun getting hotter already?), shuffling with the line and lugging your allocated 50 kilos of personal belongings that you quickly stuffed into a backpack.

Your first real glimpse of a K’toaran is when you get to the destination allocation desk. You’ve seen them on TV, but that’s different. Seeing one up close is kinda … freaky. You try not to stare at the big flat head–does this thing even have eyes?–as the big, sewage-colored alien silently offers you a token with one of its many hands. You take it and trundle on, a little shell-shocked. Maybe the extra hands are what make the K’toarans so efficient. Maybe the big head contains a really big brain. Or maybe it’s just because they seem to breathe out their ears.

You turn the colored token over in your hand. It’s made of a dull red metal and shaped like a house, and stamped in some language you can’t read. You shuffle off toward the next checkpoint. Not too far ahead of you, where the toll booths used to be, are the Bridges. It looks like someone built a Roman acqueduct across the highway and put a different world in every archway.

Last checkpoint.

Another K’toaran takes your chit and puts it in a brown blob that you assume is a computer. It spits out a wrist-band made of that same dull red metal which you strap on. The word “REFUGEE” is embossed on it in several languages, some of which you don’t recognise.

A warm, female voice comes out of the blob. “Please ensure you wear your wrist-band at all times. In addition to carrying all your identification and biological data, it maintains your credit balance and any other information needed by your adoptive government. Please follow the red line.”

Looking down at your feet you see a red line painted on the ground leading to one of the archways. As you approach, you can see a room through the Bridge, much like a waiting room at a hospital or a government office, with people sitting half-bored, half-expectant on moulded benches. You take a deep breath as you have one last look at the Boston skyline, then step through the Bridge to your new home.

On another planet.


Originally written for lategaming.com.

All the games I’ve played (and GM’d)

I commented to Matt the other day that the last time I actually *played* in a game was when he ran the original WatchTower game in 1998.

This got me to thinking that although I’ve read a lot of games, and I’ve played in a lot of campaigns, I haven’t really played lots of games.  Here’s the total list, from memory:

  • Advanced Heroquest
  • D&D
  • Marvel Super Heroes
  • MERP
  • SLA Industries
  • Torg
  • Traveller
  • Vampire

While I’ve played a much larger range of games, those are the only ones which fulfil the these criteria:

  1. I’ve been a player (as opposed to GM)
  2. I’ve had a character that advanced in some way (levels, experience points spent on skills, etc.)

(This, incidentally, has led me to a discovery about what I like about gaming … more in a future post).
If I look at it from the perspective of games that I’ve GM’d where my players would then fulfil these two criteria, the list would be even shorter:

  • D&D
  • SLA Industries
  • Pendragon

I think this is because I’ve had a tendency to run long campaigns that I’ve really enjoyed (as has the group), and so there’s been little impetus to switch game.  Pendragon is especially good for this as the game is designed for long running campaigns.

I’d be interested to read about other people’s experiences, as players and as GMs.  Write a comment, or post in your blog with a ping/trackback.


Originally written for lategaming.com.

WotW: Earth – System Proposal

Here’s a simple system that would get a WotW: Earth game up and running. Before I go into the details, here’s what was going through my head as I designed this.

  1. WotW: Earth is set in turn-of-the-century England
  2. Player characters are likely to have a base set of skills which can probably default to stats
  3. Highly technical skills don’t really exist, and science is still the realm of the wealthy
  4. Skills matched career very closely, and people generally had one career
  5. My feeling (from reading what Matt has written) is that this is a game about normal people in an abnormal situation, so there won’t be much difference between the characters

And now the system …

Continue reading

System junkie

I looked up the definition of the word junkie. It says “Drug addict, esp. heroin”, and the term gets used to describe addicts to anything – adrenaline, sports, whatever. I think junkies (of the heroin type) are looking for the perfect high, which is what I mean when I describe myself as a system junkie.

The system of any RPG is at one and the same time the best and worst part of it – the most interesting and the least interesting. OK, I’m going to stop with the Dickens. What I mean is I don’t buy a game because of the system, I buy it because of every other factor: background, artwork, genre, even print quality, all go into my decision to buy a game. System never enters into it.

However, there are lots of games out there that miss out on greatness because their system lets them down. This doesn’t stop me from playing the game, but it usually means picking out the good bits and running it in a different system, or leaving out / creating house rules for large bits of the system.

SLA Industries tops my list for this – I love crunching numbers as much as any geek (actually, probably a bit more than most, as Matt will attest), but SLA character generation took the biscuit. Other systems had more numbers, but SLA had a poor layout for the information you needed, and even when you’d done it a dozen times it didn’t get any quicker. (Also, the first edition had pretty poor binding, so the char-gen section was the first to split – now it’s all in a binder).

I’m in search of great systems. Not all systems work for every game (which is why not everyone likes GURPS). Pendragon is a great example – you couldn’t (or shouldn’t try to) re-use the Pendragon system in any other setting (with the possible exception of George R. R. Martin’s Westeros books). Likewise, Marvel Super Heroes FASERIP system works really well for the Marvel background, but poorly elsewhere, even within the genre. And yet I like both of these systems, for very different reasons (Pendragon for the passions, skill perfection, criticals and skill checks, seasons, glory, children; Marvel because I do everything with one roll on one table).
Matt and I have been bandying about ideas for a system (as he’s mentioned). In this case, the system is for a super-hero game. I know it won’t be perfect. I just want it to give a good approximation of super-hero reality, without having to be a 300 page tome. We’re only going to write it if it fills all our criteria.

Got a favourite system? What’s good and bad about it? If you were writing it now, what would you do differently? These are the same questions I’m asking myself.


Originally written for lategaming.com.