Archive for June, 2008

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Monsters! Monsters! Monsters!

June 22, 2008


I now own a copy of Monsters! Monsters!. This is a game put out in 1976, designed by Ken St. Andre. It is essentially a variant of Tunnels & Trolls where you play as the monsters. (Here’s a rather detailed review). I had read about it in Heroic Worlds, and I got to play it at Origins ‘94 (though I didn’t do well since I wasn’t getting into the monster mindset), but the new edition the GM spoke of never materialized (I can’t remember where exactly, but I read somewhere that the publisher couldn’t offer the designer selected enough money for him to justify doing the work). However, it turns out that a company called Outlaw Games offers reprints of old T&T and related game material, and even new stuff. The copy of M!M! I got (through Noble Knight Games) is a reprint in perfect condition, though it’s a pretty much unaltered reproduction of the 1976 version, which was apparently done on a typewriter.

The game itself is even simpler than old-school D&D. There are some other bits involved, but combat basically comes down to rolling your weapon dice and adding your Combat Adds (based on how much certain attributes exceed 12). It includes brief descriptions of 52 different monsters (set up so you can generate one randomly using playing cards). I definitely want to play this, but I think I’ll need to carefully limit the selection of monsters. For example, dragons have a strength multiplier of 25. That means that you roll 3d6×25 for a dragon’s Strength attribute, and a dragon with merely average Strength would be making combat rolls on 25d6+213 from Strength alone.

Anyway, it’s an exceedingly fast and loose game, though it does have some little touches of brilliance. My favorite thing is how XP is awarded. Since they PCs are monsters, they get XP for doing monstrous things. Defeating enemies who are more powerful is worth more XP, but abducting particularly beautiful victims (Charisma 17+) is worth a full 500 (which would get you halfway to Level 2).

If playing it works well, I’m going to look into getting some more T&T books to draw on (since M!M! kind of glosses over certain things, including treasure), and in particular some books, T&T or otherwise, with fantasy towns and cities for the monsters to rampage through.

Monsters & Mayhem
I have a certain knack for starting new projects even though I have more than enough unfinished ones staring me in the face. That’s how I wound up starting (if not very seriously so) on two new games. One of these is (tentatively) called “Monsters & Mayhem.” I like the idea of using the old alliteration with an amperand in the middle style name though. Somehow, as awesome of a premise as M!M! brings to the table, no one else has ever actually tried it as far as I know. This will thus be my take. A lot of my new design ideas are turning out to be this weird mix of traditional, Japanese, and indie design influences, and this one is no exception. To create a monster you combine two Keywords (e.g., Seductive+Demon=Succubus, but Seductive+Slime=Slime Maiden), which in turn affect your monster’s attributes, powers, and aspects. (Aspects tend to get you into trouble, say by compelling you to eat a town guard even though his friends will come after you). They “Keyword” approach comes from Beast Bind: New Testament, where you pick “Bloods” to make your supernatural creature.

Although I’m thinking I’ll include support for some other things, the core/default gameplay consists of the players’ band of monsters going into a (demi)human town seeking fame and fortune. In essence, for them towns replace dungeons as the dangerous places to venture into. I’m stealing the awesome idea from the “Maidenrangers” Maid RPG scenario of using playing cards to create a board/map for the PCs to move around. Different cards represent different random encounters, though of course the GM can pick out cards and generally set things up however he or she likes.

Slime Story
I had the idea for this setting ages ago, and I wrote a short story for it a while back. Now I’ve finally gotten a good start on the RPG version I wanted to make. It takes place in a world where portals suddenly started dropping cute monsters (like something out of a Korean MMO) into an ordinary contemporary world. In the game you play teenagers who hunt monsters as a hobby–and for spending money. To create a character you pick a Class (which decides how your character hunts monsters) and a Clique (which determines how he or she fits into society). Fighting monsters is a fairly simple hack-and-slash affair, but each session players create “Quests” for their characters. These can range from simple monster-hunting goals (earn $300, kill a salamander, etc.) to tricky social goals (ask Rita out on a date, convince Alex to let me go hunting with him), but they have to be things that you can do around an outing to hunt monsters (try to find the right moment to ask Rita out while you’re looking for more monsters). It’s very strange trying to come up with a bunch of monsters while making sure that none of them are even remotely sentient.

For both games I’m leaning towards using d20s, partly for what they’re referencing, and partly because isocahedrons don’t get much love outside of D&D.

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Two Roles For octaNe

June 18, 2008

If I’d thought about it, I would’ve posted this a while ago. I finally got around to playing octaNe a few months ago with my friends, and I wound up devising a couple of new roles. One was inspired by an artbook I picked up at Comic-Con, and the other is undoubtedly from my association with a certain RPG about maids. (Now if only the Japan sourcebook that it alludes to repeatedly had come to fruition…)

Role: Mariachi Samurai
Profile: You were once an ordinary mariachi, making your living using your guitar to make beautiful music with your friends. Then a man killed your friends, and your wife. Then another man offered you the means to take your revenge. You were trained in a secret dojo in the depths of a blasted cityscape, trained in the ancient hypersonic killing style of swordsmanship. And yet, unlike those who came before you, you use your sword to protect the weak. You sweep into town, right the wrongs, stop for a drink, and leave without another word.
Stomping Ground: New Texaco, The Wastelands
Quote: “Amigo, I don’ think you wanna’ do that.”
Mode: Psychotronic
Gear: Massive samurai sword, sixguns, sombrero, cigars
Styles: Daring, Might
Skills: Swordfighting, quick-draw, stoic

Role: Rogue Battle Maid
Profile: You were brought to the Maid School as a young girl, and every day they subjected you to a brutal training regimen. The only thing more perfect than your etiquette and housework is your combat prowess. You were taught to protect a rich Master, but when your last Master died you were left to find your own way. Now it’s up to you to seek your own destiny.
Stamping Grounds: Anywhere
Quote: “You’ve made a really terrible mess. And as usual, it falls to me to clean it up.” (Readies her machinegun)
Mode: Psychotronic
Gear: Dangerous-looking weapon of choice, maid uniforms, cleaning supplies
Styles: Daring, Charm
Skills: Fight like a girl, cook and clean, act ridiculously polite, seduction, protection

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Everyone’s Doing It: My Thoughts On D&D 4th Edition

June 17, 2008


I think I’ve figured out what it is I like about Dungeons & Dragons 4th Edition. To me, they’ve managed to laser-focus on the things where D&D is in fact better than most other RPGs. They’ve turned it into a combat-oriented dungeon-crawling game par excellence. If it’s not as strong on role-playing elements as some prior editions, there are plenty of other games that were better than D&D at such things to begin with, and it was never part of D&D’s paradigm to stress such things mechanically. Basically, I’m looking forward to playing 4th Edition with my friends because it’ll be a novel experience for me. We played 3rd edition some when it first came out, but otherwise we’ve pretty much abandoned it, and playing such a “game-y” and clearly-defined RPG would be something new after playing long campaigns with Fudge, Truth & Justice, and OVA.
Read the rest of this entry ?

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Role-Play This! Fullmetal Alchemist

June 9, 2008

Fullmetal Alchemist

What Is It?
It’s been a while since I did one of these, but I started borrowing the manga from the library and got inspired. Anyway. Fullmetal Alchemist is a manga by Hiromu Arakawa, adapted into an anime series by Bones. The two versions diverge at a certain point because the manga was only up to volume 7 or so at the time, and the studio basically crafted a second half for the story.

It’s about two brothers, Edward and Alphonse Elric. They learned alchemy at an early age, and when their mother passed away they did the forbidden and attempted human transmutation to bring her back. They bore a terrible price for it: Edward lost his leg, and Alphonse’s body was completely absorbed. Edward sacrificed his right arm to bind Alphonse’s soul to a suit of auto-mail armor. Determined to get their original bodies back, Edward went through painful surgery to get auto-mail prosthetic limbs, and the two brothers set out to find the Philosopher’s Stone.

Why’s It Awesome?
FMA is good for traditional role-playing in that it has more world-building than your typical anime. We get to see the nation of Amestris and its military embroiled in conflicts, and (in the manga) contact with the distant nation of Xing. It’s sort of a steampunk setting too. Amestris is based on Europe during the industrial revolution, and it has trains, guns, prosthetic limbs, and so on.

However, the series’ approach to alchemy is probably the most unique thing about it. Edward is very clear that alchemy is a science. It has specific laws and principles, and represents a natural phenomenon, if a very powerful one that few people understand. The most important thing is that no one can violate the Law of Equivalent Exchange, and the Elric brothers’ biggest mistake in trying to bring back their mother was that they underestimated the value of a soul. Basic alchemy involves drawing a circle and thereby transmuting matter, but Amestris’ State Alchemists invariably have some kind of tricks to let them use some form of alchemy on the fly. Roy Mustang wears special gloves that heighten the amount of oxygen in the air and create sparks, earning him the moniker of Flame Alchemist. Armstrong (one of the most awesome characters in the series) creates massive spiked gauntlets for himself out of whatever material is handy. And Edward, called the Fullmetal Alchemist for his artificial limbs, can create a transmutation circle simply by putting his palms together. I’m not going to get too much into human transmutation, mainly because for the anime it would involve spoilers, and for the manga the issue hasn’t been settled yet as far as I know. Suffice to say that’s where it becomes apparent that the alchemists’ understanding is incomplete.

In addition to all the cool toys, FMA tells a story with deep themes. The Elric brothers are burdened by their sins, yet still hopeful they can restore their original bodies. However, they are confronted with the question of what price must be paid for the Philosopher’s Stone, and by whom. Likewise, Edward’s decision to become a State Alchemist gives him access to research materials to get him much closer to his goal, but the possibility of being ordered to do something he finds immoral always looms over his head. This is not a forgiving series; characters die, because of ambition, greed, or stupid, random chance.

Gaming It
The Elric brothers’ issues are fairly specific, and unlike a lot of anime this is a setting that invites further exploration in a relatively traditional mode. It would take a little work to put together a suitable system for FMA-style alchemy, but I could see it working well in Fudge, GURPS, BESM, Spirit of the Century, Savage Worlds, etc. The rest of the “stuff” involved would be the prosthetic limbs and making sure there was an appropriate selection of guns and such. You could put together a campaign with the PCs being state alchemists, Amestrian soldiers (Ep. 37 of the anime is all about Roy and his subordinates), Ishbalans trying to survive, human chimeras on the run, maybe even homonculi.

Going into wacky indie game territory means having a good idea what you want to do with the setting. For example, In A Wicked Age would be perfect with a well-made FMA oracle, and a game about military investigators or Ishbalan priests looking for signs of wickedness and alchemy could make for an interesting Dogs in the Vineyard variant. Primetime Adventures is a possibility too (the Elric brothers have one heck of an Issue).

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Maid RPG: Update 6

June 2, 2008

Editing: Done!
Andy has finished the editing for Maid RPG, after which he has to get back into Tenra (AFAIK still on track for February 2009). He’s been going insane about editing, much like how I’d been going nuts with translating day in and day out, but that part is pretty much done. We did decide to change some things that seriously just went too far outside the realm of good taste (and it took a lot for a given thing to earn that judgment, honestly), and a few (especially in the item table) that were just too ridiculously obscure to Americans (like the references to Akumetsu and Patalliro). Regardless, Andy tried to be subtle about it, or at least find something keeping with the wacky and referential spirit of the original.

Anyway, that means that except for some possible last-minute fine tuning, we are well and truly into the layout stage. Exciting, huh? :3

Actual Play
I ran a scenario from the book, “Black Cat Mansion.” It went rather smoothly and surprisingly quickly. I don’t think I’ve ever once gotten through a game session in 2 hours before. In that scenario, the Master hasn’t shown up yet, so the maids need to use the seduction rules just to have Favor points to accomplish stuff. I got two interesting things from running the scenario. First, the two players who I expected to be the most skeeved out by having their characters seduce each other were the ones who went all-out doing so. The other thing is that the relatively simple, structured setup of the scenario helped the game laser-focus on certain things. That’s almost certainly why the session went by so quickly. It probably wasn’t as immersive, but then (1) being a wacky one-shot with totally random characters will do that anyway, and (2) it likely helped the players get their characters into seduction and shows of affection without feeling embarrassed. And they got the mega-happy ending, although one of the PCs had to get a good roll and then go crazy spending Favor to pull it off.

Mini-Maids
There are still some details to work out, but we’re planning to put together a free PDF (or some such) for paper miniatures of several maids, plus a handful of masters and butlers. The game in no way requires them, but (1) they’re fun, and (2) they would in fact be handy for the Maidenrangers scenario. Very silly chibi art, and I’m thinking of putting together full stats for each of the characters pictured.

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Bits and Pieces

June 1, 2008

The other day I was searching online for generic colored pawns to use for a Maid RPG scenario (and whatever else they might come in handy for), and I stumbled across all kinds of neat stuff for board game supplies.

I wound up ordering not only pawns, but a whole bunch of other stuff from Great Hall Games. I also came across the website of a company called Rolco, that does all kinds of molded plastics, albeit mainly in bulk. However, they have a “Kits & Bits” page where you can order, amongst other things, a “Game Inventor Kit” ($19.99) that includes a blank board and box, and zillions (well, about 170) of different plastic pieces. eBay also has a category for “Game Pieces, Parts,” where you can find stuff like this as well as replacement parts for mainstream board games.

Anyway, here are some specific game components, and thoughts on how they might be useful:

  • Pawns: Pawns are a very generic way to keep track of location. I decided to buy some because of the Maidenrangers of Love and Justice scenario for Maid RPG, in which you build up a “board” out of playing cards that represent both a room and the random event that happens there when the PCs enter (which also has the benefit of making sure random events are never repeated). Pawns also come in different varieties, and there are little plastic stands for cardstock figures as seen in many commercial board games. There’s also stuff like the Icehouse pyramids, which are colored, vary in size, and are stackable.
  • Boards: Boards might be a little harder to make, though I think it would be relatively easy to, say, print our two pieces of cardstock and tape them together to form a decent-sized board. Boards can contain a crapload of information, and can provide locations (physical or otherwise) and information on them. Also, boards can be modular, either used at different times (like how there are wargames with a strategic-level main board and a tactical-level “battle board”) or assembled together to form a map. I’m thinking of putting together a Maid RPG scenario that involves a board representing the mansion, and my concept for that “Black Hole Girls” game involved making a board representing a neighborhood, which would affect certain things in the game.
  • Cards: I’ve posted about cards before, and I’m working on three different games that use them in different ways, so I won’t retread all of that here. Regular playing cards are even more readily available than six-sided dice, and cards in general can contain all kinds of information, including text, colors, and pictures. On top of that you can do all kinds of things with placing, stacking, holding, and shuffling them. Also, apparently Guild of Blades has indeed launched their POD cards service (while I wasn’t looking).
  • Spinners: The only RPG I know of that used spinners was TSR’s Bullwinkle game (and I have a copy I got off eBay for about $12 BTW). The thing about a spinner is that as a game designer you can use it as a random generator for pretty much anything. You can throw together a template in Illustrator in minutes, print it out, paste it to cardstock, and attach a spinner that costs 50 cents or less, and you’re good to go. You can put numbers, symbols, colors, pictures, and so on, and you can put more than one kind of thing in the same spaces or in concentric circles.
  • Play Money/Poker Chips: I’ve never seen an RPG that uses Monopoly money (or a Cheapass equivalent), but there are games like DeadLands that have used poker chips to keep track of certain things in a game. Play money feels more like you’re dealing with actual money, while poker chips have the advantage of being available everywhere. When I went into a drugstore the other day looking for something I might be able to salvage for generic pawns, I saw packs of poker chips.
  • Sand Timers: Using real-time stuff in an RPG is tricky, but if you do it for the right reasons it could be neat. I’ve noticed that for whatever reason FLGSs often stock small sand timers.
  • Scrabble Tiles: The wooden chips from Scrabble are like playing cards in that they contain multiple kinds of information (letters and the frequency numbers), and on top of that you can form them into words. One of /tg/’s flashes of brilliance was the idea to make a superhero game where you form scrabble tiles into “POW” and whatnot for extra power.

Using this kind of stuff in an RPG would be a turn-off to some people, but sufficiently creative uses would more than justify the effort. Some of these are things where it’s a toss-up whether gamers would have them on hand, and they’re just enough out of the way to be a little annoying to get a hold of. I know I don’t have a roulette wheel or a Jenga set on hand, and with spinners you have to either order from a specialty shop or raid a very kiddy board game for parts. Looking at boardgamegeek.com, I stumbled across Piecepack, a sort of public domain standardized collection of parts, made by a few different manufacturers. It’s meant to be a board game set similar to a pack of playing cards in that you can buy it and use it for tons of different games, and along with the aforementioned Icehouse pyramids and Stonehenge (which looks like it’s a good deal more elaborate).

Although it’s almost certainly impossible to change the hobby in such a way as to make more board game components a standard in RPGs, there’s a lot of unexplored territory here, and apparently if you know where to look it’s dirt cheap to explore it. (Manufacturing might be another matter entirely, but still). There’s always going to be the risk of people calling the game a “gimmick.” Of course, you’re going to get that just for doing anything remotely interesting with dice anyway, but it is good to ask the question, “Does this do something that more conventional materials can’t?”

Lastly, some other places that sell neat stuff:

Update: Some more nifty things.