Friday, January 15, 2010

Game Review: The Supercrew by Tobias Radesaeter



Every now and then, there comes along a product that manages to simultaneously appeal to several of my obsessions. The Supercrew roleplaying game by Tobias Radesaeter is one of those products. The game combines my interest with the indie game movement with my obsessive need to own every superhero roleplaying game ever published. As numerous re-reads of Superhero 2044 prove to me time and time again, the targets of my obsession do not always lead to enjoyable (or even understandable in the case of 2044) experiences.

The superhero genre features characters of near unlimited potential, and who possess a vast array of capabilities. Any game designed to emulate the feel of the source material faces a daunting challenge. How does one design a game that can simulate an almost infinite collection of powers and abilities, yet is also as fast and exciting as the source material being emulated? It's not easy to do, and it is one of the reasons that some successful superhero systems are also successful "universal" systems. For a while, it seemed as if all decent superhero systems were also universal systems. The indie game movement, with games like Capes, proved that being universal wasn't a necessary condition of a superhero game and that games could be designed based on emulating the feel of comics without granularly emulating the physics of them.

Games like Capes are a part of the narrative focused game design that influences a lot of what is going on the indie gaming community. Design choices in these games focuses more on how a particular mechanic can help to create a collaborative "playing story" rather than a quantified gaming representation of "reality." To be reductive for a moment, these games have a narrative rather than a gamist focus.

Supercrew takes a fairly strong narrativist approach to the superhero genre in it design choices, and even makes one small quip regarding gamist style games, and even presents its rules in a narrative format.

Supercrew's thirty-page booklet presents the games rules in a comic-book panel format. The first game to attempt this approach was the unplayable He-Man and the Masters of the Universe RPG by FASA. It's a novel approach to introducing roleplaying concepts and mechanics, and in the case of Supercrew is done in an effective manner. The rules are presented in a logical and engaging manner. They are also very easy to understand, making this game a potentially great introductory roleplaying game -- in addition to its potential use as a narrative rpg for experienced gamers.

GAME CONCEPT

Supercrew begins with an interesting premise as a game within a game. The central conceit of Supercrew is that all of the superheroes designed by the players are their own alter-egos. As the game explains it, "The players play super-powered versions of themselves. Each adventure starts with them playing a role-playing game when they hear about some kind of emergency they have to stop." You read that right. The players are playing characters who are playing a roleplaying game that gets interrupted and needs their superheroic intervention. When I first read that the players play versions of themselves, I was reminded of the character design system for the revised edition of Villains and Vigilantes so I didn't think Supercrew's approach was too novel. Then I read the sentence where the rules describe it as a game where the "characters" have shown up to play an rpg, only to have it interrupted, and a number of wonderful uses for this game popped to mind -- this is before I read a single rule.

Every group has players who show up late, or cannot make it to a particular session. If your group is playing in a long term campaign, you often don't want to continue the adventure without the player as it could make the player feel left out as their characters don't earn as many experience points or miss out on key plot points. You also have to consider the feelings of those players who did show up. They are there to have a good time and to play a game. If your group agrees to use Supercrew as the backup campaign, it's central conceit is perfect for these occasions. Let's say Jim doesn't show up to your regular D&D campaign. You begin the session as normal, "when we last left our heroes," but somewhere in the middle of the first encounter you do your best radio static impression and blurt out "News Alert! Baron Ravenblood and Persecutus are holding the city hostage threatening to destroy the Gas Company building unless the mayor wires $1 billion into their bank account by 3pm." The players grab their Supercrew character sheets, and their "characters" excuse themselves from the D&D game to fight for great justice!

Sounds like fun, but does the system work?

GAME SYSTEM

Characters in Supercrew are constructed using three main abilities and three tricks which are particular uses of these abilities. The powers are ranked from 3 - 1 in order of power. Three is the most powerful ability, two is the most frequently used ability, and 1 is the least powerful ability. It doesn't sound like a lot of powers to give a character, but it actuality this is a pretty robust system.

For example:

Christian wants to make a character based on everyone's favorite Flight, Invulnerability, and Super-Strength character. To avoid copyright attorneys suing his game group, he decides to name the character Superior! He give the character the following powers Heat Vision, Inert_Gas-ian Physique, and Flight. He states that Heat Vision is Superior!'s most potent ability (as is often described regarding our favoring FISS character, though rarely believed) at rating 3. Inert_Gas-ian Physique, Superior!'s most frequently used power, is given a rating of 2. Finally, Christian gives Flight a rating of 1.

Inert_Gas-ian Physique is a broad descriptor that encompasses super-strength, super-speed, x-ray vision, super-breath, and invulnerability. There is no reason to quantify each individual power, as would be done in more granular systems, since the broad descriptor's effectiveness is determined by the associated rating.


The effects of powers are determined by the roll of ordinary six-sided dice. The player rolls a number of dice equal to the abilities rating. Those dice that have a result of 4 or greater are considered successes, lower results are considered failures. This is a system similar in basic structure to Burning Wheel or White Wolf's World of Darkness systems where pools of dice are rolled and successes counted based on the results of individual dice.

The game enforces the use of ineffective powers, and limits the usage of the most potent powers, by requiring that heroes spend "hero points" in order to activate the rank 3 power. The only way to acquire hero points is to either use your rank 1 power or to be knocked unconscious in a battle. Each of these gives the character a hero point that may be spent later to activate rank 3 powers. This is an elegant design choice that undermines overt power-gaming where players would minimize/maximize abilities to tweak a game system in their favor and hold more "power" than other gamers. In this system, that is relatively impossible. Even if the player chooses a broad ability descriptor, like Superior!, since how an ability is used is determined when the player's describe what they are doing the broad descriptor is no more useful than the narrow one. After all, the Shade Knight can apply his "Keen Intellect" descriptor just as broadly as Superior!'s Inert-Gas-ian Physique.

For any given task, the Game Master sets a success threshold. The individual character can only contribute toward passing that threshold, once per round -- or once per task for certain tasks. Teams must work together to succeed at fighting earthquakes and burning buildings.

In combat, and in other situations, the player first states what ability they wish to use. They do not describe how the power is used, or its effects, until the number of successes achieved is known. In a recent post discussing the Dragon Age RPG by Green Ronin, I discussed how I liked how Dragon Age's stunt system allowed for more narrative combats. Supercrew's system is attempting a similar effect here, the benefits of "roll before you describe" are discussed at length in a recent GamePlayWright post. Once the player knows how many successes the character has achieved, and how many total successes are needed for an action, that player -- whether he completed the task or not -- describes what happens. This game is very much about the player, knowing the results, creating the narrative regarding how his/her character succeeded or failed. Typical of many modern narrative games, this player empowering approach can be disorienting or empowering depending on your group's preferred method of play.

The combat rules are an extension of the basic task resolution system, and the game provides some excellent examples of how they would represent villains, groups of thugs, or hazardous events like building fires.

The system looks like it works and it looks fun. Simple but able to simulate a broad array of activities, what designers often call "robust."

CRITICISMS OF THE GAME

I have two major, and one minor, criticisms of Supercrew.

While the game provides some examples of how they would represent villains, thugs, and hazards, the game provides not guidelines or benchmarks to help the game master. Experienced game masters may not technically need these in order to run a game, but they would be exceedingly helpful. This is an even larger flaw when considering the fledgling game master. The games rules and concepts are perfect for the new gamer, in addition to the experienced gamer, but the new gamer needs more assistance when creating opponents for their players. Some comments regarding balancing encounters, more than just the examples, would have been greatly appreciated.

The game also lacks any real online support, which is tragic as the game deserves more. The rule book says to visit the Kaleidoskop site for character sheets etc., but the page listed gives a 404 error (in Swedish) and searching through the site doesn't seem to reveal any game aids in the Swedish parts of the site either. Thankfully, Christopher B at A Rust Monster Ate My Sword has designed an excellent character sheet for use in the game.

Lastly, and this is a minor quibble, the game's prose isn't quite funny enough. I would have liked more jokes. Given the entertaining cartoony art in the rulebook, some more jokes would have been appreciated. Maybe it's just the translation that lacks the humor, but I'd have liked more.

In conclusion, I think that this is an excellent game at a reasonable price. It isn't likely to replace Savage Worlds' Necessary Evil campaign in my game rotation any time soon, but I think I'll be trying to fit it in when some players don't show up for our regular sessions.

I wish some of the early professional efforts where as clearly explained and thought out as this gem.

Thursday, January 14, 2010

Underappreciated SF/Fantasy Authors


Yesterday's post regarding Clark Ashton Smith, and his relative obscurity in the minds of the "average" citizen, got my subconscious mind percolating thinking about other authors that I enjoy. These are the kinds of authors for whom I have a deep affection, but that others give me blank stares when I mention their names. I would have left such musings to the backburner of my mind, except for the fact that Jo Walton decided to write a post on that very subject today at the Tor website in a post entitled "Neglected Books and Authors."

Quite a few of Jo's choices would make my list of authors underappreciated by the mainstream SF/Fantasy crowd that attends an event like the San Diego Comic Con. One might argue that same "mainstream" audience's lack of awareness about some of these authors is the real reason that some of the more "arty" SF fans regard the San Diego Comic Con fans with so much venom and disdain. Instead of trying to introduce the Buffy (and Joss Whedon) fan to the works of Barbara Hambly -- particularly Those Who Hunt the Night -- the "arty" SF fan seems content to grumble and moan. I have been a big fan of Hambly's Sun Wolf and Starhawk series that begins with The Ladies of Mandrigyn since I first saw the ominous "shadow hand" book cover of The Dark Hand of Magic. The cover compelled me to buy the book, only to swiftly find out that it was "Book 3" in a series -- so I quickly purchased the other two.

Hambly makes Jo Walton's list, as does John M. Ford who fans of Steve Jackson Games should know as one of the authors of GURPS: Infinte Worlds (along with Kenneth Hite) -- but too few probably made the connection between John M. Ford the gamer and John M. Ford the author of The Dragon Waiting : A Masque of History (Fantasy Masterworks). Heck, the Tor website still describes him as follows, "He lives in Minneapolis, Minnesota, where he is currently at work on a novel, "Aspects," a fantasy with steam engines." Ford passed away in 2006.

Those are two on Walton's list who would also make mine. There is one more that we share, Susan Palwick. Before I begin to praise Susan for her writing, which I genuinely adore, I have to point out that she was one of my mentoring professors as an undergraduate at the University of Nevada. She was a wonderful writing teacher and advocate of SF/Fantasy, and is a remarkable writer in the field. I would likely have not read her first novel Flying in Place so early had I not taken a class with her, but I would have certainly read The Necessary Beggar and Shelter close to their release dates even not knowing her. The Necessary Beggar is a wonderful example of what Fantasy can be, a story where the fantastic is introduced into the mundane world and where the consequences of that interaction are explored. It is an excellent novel that grapples with modern politics, without being "on the nose," and timeless philosophic issues. It also has wonderfully engaging prose. It's the kind of book that makes you pause and wonder why more Fantasy doesn't break from the familiar paths. Shelter is similarly engaging in its SF exploration of identity and what constitutes "humanity." In a future where there are artificial intelligences and "digitized individuals," where does society draw the line as to what constitutes a "person." When the book came out, Susan was kind enough to do a lengthy interview with me on my podcast.




There are a few authors that I would add to Walton's list of "neglected" SF/Fantasy authors. Emma Bull, whose Territory is one of my favorite Fantasy novels, is someone who deserves to be far more widely read. She is an author who has two works, including Territory, that should be of particular appeal to fans of the Savage Worlds roleplaying game. Territory could be used as a wonderful campaign map for a Deadlands: Reloaded game, as it perfectly balances magic and the Old West in a powerful tale. If you want your Deadlands games to be more than zombie hunts and "Tremors: The Cowboy Edition," this book is vital. Freedom and Necessity, co-written with Steven Brust, is also excellent and would be useful to any Rippers game master or player. It's depiction of British culture is invaluable to anyone wanting to know how to run "Status" in a Rippers campaign without it seeming capricious. Beyond their use as research materials for role playing games, these two books are extremely well written with engaging narratives.

Given how many people asked me, "Brandon Who?" I think that I should point out that Brandon Sanderson is an imaginative and exciting Fantasy author who is taking Epic Fantasy in new directions. I am almost saddened that he was chosen to finish the Robert Jordan series. It means that it will be a while before I can read more of Brandon's original fiction. His Mistborn trilogy and Elantris are properly lauded by many Fantasy fans, but we need to get them into the hands of the casual fan.

Brent Weeks' Night Angel Trilogy is an entertaining romp and a natural scion of the Sword and Sorcery genre. If you are a fan of the pulp action of Robert E. Howard, then you should be reading this series. The books could probably use a stricter editor for some of the stylistic issues, but the books are entertaining swashbuckling adventures of a kind often looked down upon. If Weeks keeps improving, he will prove to be a worthy successor to David Gemmell -- and that is high praise indeed.

Oh, and if you aren't reading C.L. Moore, Leigh Brackett, or Manly Wade Wellman then you and I need to have a little talk.

Wednesday, January 13, 2010

Happy Birthday Klarkash-Ton!



Today, in 1893, one of the great trinity of Weird Fiction authors was born. Of the "big three" Weird Fiction authors, Clark Ashton Smith is the one who has least captured the popular imagination. Robert E. Howard's Conan is a figure that looms large in the popular psyche, and Lovecraft's Weird Tales inspired countless authors and a number of films and television episodes. Awareness of Lovecraft's "Cthulhu Mythos" has long been lurking in the depths of the popular subconscious and is slowly surfacing into full awareness.

When will the popular psyche become aware of Klarkash-Ton's literary influence on modern fantasy? Let us hope that day comes sooner rather than later.

I first encountered the writings of Clark Ashton Smith when I read the X2 Castle Amber module for the Dungeons and Dragons Expert Set game written by Tom Moldvay. Castle Amber was one of the first truly narrative adventures written for the Dungeons and Dragons game. It influenced the structure and tone of the classic Ravenloft module, and permanently embedded the name "Etienne D'Amberville" into the hearts of fans of the Known World D&D setting.


I had purchased Castle Amber believing it had some relation to the Amber stories of Roger Zelazny. I was wrong, but I have rarely been so glad to be incorrect. The Castle Amber module is a celebration of the Weird Tale, combining narrative elements from Edgar Allan Poe, H P Lovecraft, and Clark Ashton Smith. The Poe references were obvious to me, even though I was quite young when I first read the module, but the references to a wondrous place called Averoigne were entirely new to me. I had never heard of the "Beast of Averoigne, (nor the Beast of Gévaudan for that matter) "The Colossus of Ylourgne," or "The Holiness of Azédarac." I likely never would have, but for the fact that Moldvay had a brief bibliography listing the stories that influenced Castle Amber.

Up to that time, I had not encountered anything quite like Smith's writing. My fantasy experience had been primarily limited to Tolkien, Brooks, Greek Myths, Arthurian Legend, Moorcock, Zelazny, and Lewis. The truly weird tale had escaped me, but that small bibliography opened new avenues of fantastic fiction to me.

In recent years, publishers have printed some very nice collections of Clark Ashton Smith's works. The University of Nebraska Press has printed Lost Worlds and Out of Space and Time. Night Shade Books has been compiling Smith short stories in wonderful editions. I highly recommend purchasing physical copies of Smith's works, but for the digital reader Eldritch Dark has collected much of Smith's written work -- with proper concern for copyright.

I could write, and talk, about Smith for hours. When I discovered he had lived in Auburn, CA (a city close to my wife's home town), I began a brief obsession with Smith. I even began reading his correspondence...for fun mind you, much of which you can read at the Eldritch Dark website.

I am not the only person on the interwebs celebrating CAS's birthday, the premiere pulp website The Cimmerian has a couple of good posts up today that are worth reading.

Tuesday, January 12, 2010

Best Roleplaying Games of the Aughts

The Aughts were a great decade for the role playing game industry and for the game player/collector. The wide array of creative and original content to come out during the decade is quite remarkable -- and I believe surprising. I had entered the Aughts believing that there would be no way that the new decade could compete with the 90s with regard to exciting new ideas/settings/rules in roleplaying games, but left the decade finding myself pleased to be wrong.

The 90s had seen the release of the World of Darkness games by White Wolf Publishing, Feng Shui by Daedalus and later Atlas Games, The Marvel Adventure Game by TSR, Brave New World by Pinnacle and later AEG, Deadlands by Pinnacle Games, and Hero 4th Edition. That list of games, games that expanded the appeal of roleplaying games beyond the small community of gamers that existed at the time, only scratches the surface and leaves out many excellent products. The 1990s saw a new generation of game designers releasing products into the marketplace that not only improved gameplay, but improved production values and saw the beginnings of a "professionalization" of the industry.

I could spend a long time writing about the trends of the roleplaying game industry in the Aughts, but that would be worthy of a series of posts and isn't suited as a preface to a list of great games.

Instead, I'll get to the list as promptly as possible. Below are my 10 (actually 11) favorite roleplaying games to come out in the Aughts. These aren't the only great games to come out during the decade, but they are the ones that I find myself most frequently reading, playing, and enjoying. Future posts will include discussions of why these games are so remarkable.

1) Dungeons and Dragons 3rd Edition (and 3.5)



2) Savage Worlds



3) Burning Wheel




4) Trail of Cthulhu




5) Hero System 5th Edition




6) Dragon Warriors




7) Dungeons and Dragons 4th Edition




8) Spirit of the Century




9) My Life with Master




10) Scion: Hero, Demi-God, God




11) Fireborn


Friday, January 08, 2010

Mandatory Elvis Hulu Post


January 8th happens to be my and Elvis' birthday. Ever since I was a kid, this day has been marked with Elvis movie (and music) marathons. I would rather that January 8th was filled with David Bowie or John McTiernan marathons, as I would prefer to watch Labyrinth and Die Hard over Viva Las Vegas.

My sister was born on August 16th, which happens to be the anniversary of Elvis' death -- so our birthdays make nice Elvis bookends. Her birthday is also marked with TCM marathons of Elvis' (quite large) movie catalog.

Though I might prefer McTiernan films to the King's offerings, I had to make a decision early in life. I had to decide whether I was going to be trite and feign offense at the outpouring of popular culture offerings repeated annually on my birthday, or whether I was going to go along for the ride and have as good a time as possible. I chose the second path. Elvis movies may not be the best films ever made, but they are often quite fun. I've always enjoyed Speedway, King Creole, and Jailhouse Rock -- even if I've never come to truly appreciate Viva Las Vegas. The songs, like most of the King's tunes, are infectious and the stories are entertaining enough. One just has to be in the proper frame of mind.

Thankfully, I am usually in that frame of mind on my birthday. After all, I'm someone who celebrated his birthday by going out with friends to watch In the Name of the King by Uwe Boll. Compared to that film, the Elvis films are high art.

Sadly, Hulu doesn't have any full length Elvis films in their catalog to date. They do have some clips from Elvis' first film though, and you can enjoy Elvis big screen premiere in Love Me Tender.

Wednesday, January 06, 2010

[Blogging Northwest Smith] "The Cold Gray God"


Catherine Lucille Moore's seventh Northwest Smith tale, "The Cold Gray God," takes place in a city named Righa -- "pole city of Mars." One imagines that the location of Righa isn't too distant from the polar mountains where Smith and his trusty companion Yarol explored an ancient temple to a forgotten deity in "Dust of the Gods."

The "Dust" and "Cold" stories share many qualities, both take place in polar environments -- highlighting Moore's frequently used theme equating cold with evil. Both of the stories deal with forgotten Martian gods -- one can imagine the possibility that the forgotten Martian god is the same entity in both versions. The primary motivation for Northwest Smith to become involved in the narrative is the same in these stories...his overwhelming sense of curiosity. To be fair, most of the Smith adventures are triggered, in one way or another, by his curiosity.

"Dust" began with Smith and Yarol drinking segir whiskey and commiserating about their lack of finances. "The Cold Gray God" begins with an enigmatic female strolling down the streets of Righa, a city filled with the desperate and sinister, completely indifferent to any danger that might lurk around the next corner. The woman notices Smith, approaches him, and lays her hand upon his arm. Her touch gives Smith, "a queer little start, involuntar[y], like a shiver quickly suppressed." We know from earlier descriptions that the woman is beautiful, so the fact that her slightest touch causes shiver-like starts in a character as jaded as Smith gives us our first hint that something is deeply amiss with the woman.

Smith accompanies the woman back to her home, a traditional Martian home. For the first time in the Northwest Smith stories Moore gives us a glimpse into the Martian architecture in a way that sets it apart from the architecture of the American West. Moore takes a wonderful leap into making the Mars of the Smith tales truly alien, or at least fantastic.

The room they entered was immemorially ancient, changelessly Martian. Upon the dark stone floor, polished by the feet of countless generations, lay the furs of saltland beasts and the thick-pelted animals of the pole. The stone walls were incised with those inevitable, mysterious symbols which have become nothing more than queer designs now, though a million years ago they bore deep significance. No Martian house, old or new, lacks them, and no living Martian knows their meaning.


These three sentences can be unpacked to create encyclopedias of information about Mars and its history. The way that they trigger the imagination is a wonder. Read them, let the significance of what they mean sink in, and imagine the potential consequences. Moore's Mars is a world that has architecturally stagnated. It's buildings tell stories of forgotten empires; stories that are no longer understood. What are those mysterious symbols? What do they mean? What do they say about ancient Martian society? The lack of immediate answers to these questions hints that the story will portray the folly of forgetting the past, a hint transferred to full foreshadowing with the next paragraph.

Remotely they must be bound up with the queer, cold darkness of that strange religion which once ruled Mars and which dwells still in the heart of every true Martian, though its shines are secret now and its priests discredited. Perhaps if one could read those symbols they would tell the name of the cold god whom Mars worships still, in its heart of hearts, yet whose name is never spoken.


These words are ominous enough, but having read "Dust of the Gods" these words were more frightful than they would otherwise be. For in "Dust," Smith had encountered what may be the very remnants of this forgotten, discredited, yet still worshiped entity. The cosmic horror of a people who have "rejected" and forgotten a deity, yet still worship the deity in their heart of hearts, is wonderfully chilling. It's a sentiment that even Lovecraft never touched upon. Imagine a society that has left behind and rejected horrible evil, even forgotten it, but still echoes that evil by the very fact of that society's existence. Evil, even abandoned and forgotten evil, lingers forever on Mars.

Having informed us of the lingering evil that threatens Mars, Moore returns us to the "simple" story she began -- a tale of someone hiring a rogue to do some less than legal activity. Throughout the hiring/negotiation scene Moore re-emphasizes the discomfort that Smith feels in the presence of the woman, who we now know is named Judai. Under normal circumstances Smith shouldn't feel disdain for her. "He wondered briefly why he disliked even to look at her, for she seemed lovelier each time his gaze rested upon that exquisitely tinted face." Judai had once been a famous singer whose beauty and songs had captured the hearts of the solar system. Smith should feel elated that he has rediscovered this lost celebrity, yet his intuition makes him feel uncomfortable in her presence.

The mission Judai wants to hire Smith for is a simple one. A man has a box that Judai values and Smith is to acquire the box. For his efforts, Smith will be rewarded richly. Given that Smith's intuition is virtually screaming at him to leave the presence of this woman, and that Smith soon receives formal warning from someone he trusts that Judai isn't to be trusted, he should decline the job. As usual though, Smith's sense of adventure overcomes his intuition and good sense and he agrees to take up the job and acquire the box.

What follows is immensely entertaining, and not worth spoiling. Throughout the tale, the connections between this story and "Dust" continually echoed in the back of my mind. So did Moore's pattern of equating sexual attraction -- pure sexual attraction and not a higher "marriage of true minds" attraction -- with danger and death. Judai is a beautiful Venusian woman, as so many of the women who have put Smith in danger seem to be, but she exudes evil and danger from her very pores.

This story also highlights another of Moore's narrative devices, that of the importance of friends in surviving danger. Smith rarely saves his own hide in his adventures. Were it not for his trusty companion Yarol, Smith would not have survived his encounter with "Shambleau." Yarol is absent in this tale, otherwise one would guess that Smith would not have stepped as far into danger as he eventually does in this story. Yarol had accompanied Smith on his journey into the hidden arctic temple of a forgotten Martian god after all, and may have been sensitive to what was about to occur in this story.

Like many of the Smith tales, this one demonstrates how mundane actions can have monumental consequences. One can only imagine the damage that would have been wrought had Smith delivered the "Dust" in "Dust of the Gods." One gets to see what is released when Smith delivers the box in this story.

Cosmic Horrors are not to be trifled with. Thankfully Smith is made of sterner psychic stuff than your typical Lovecraftian protagonist. His psyche's ability to endure the horrific and bizarre is only matched by his curiosity to encounter the unknown.



Previous Blogging Northwest Smith Entries:

6)[Blogging Northwest Smith] "Nymph of Darkness"
5)[Blogging Northwest Smith] "Julhi"
4)[Blogging Northwest Smith] "Dust of the Gods"
3)Blogging Northwest Smith: "Scarlet Dream"
2) Blogging Northwest Smith: "Black Thirst"
1) Blogging Northwest Smith: "Shambleau"

Monday, January 04, 2010

Ken Hite Inspired by Carnacki


Game designers and game masters are always looking for new inspirations for games and interactions.

I cannot tell you how many times I find myself reading through a book just to see if it contains elements that I can use in adventures that I am running for my regular gaming group. The end of one of our campaigns was based on the James Barclay novel Elfsorrow -- loosely based -- which ended up being one of the most successful campaign finales I have run in years. That novel's grand heroic tension made for a perfect campaign goal.

I also find myself, when reading comic book back issues, reading them through the lens of how to structure my comic book rpg sessions. Not that old comic books were great reading, but they sure make for action packed 4 hour game sessions -- something that seems to deeply satisfy my Necessary Evil group.

Kenneth Hite has recently read a story featuring William Hope Hodgson's Carnacki thestories. Carnacki is the classic ghost hunting detective, the supernatural counter to Holmes' material metaphysics.

As is typical of a gamer, Hite has expressed how reading Carnacki stories always makes him want to design a Carnacki roleplaying game. Hite offers a couple of possible mechanical and narrative frameworks that he might use to adapt such a game, including the Gumshoe and Savage Worlds systems. Both of these game systems are near and dear to my heart, but I think there is a game that could be used to simultaneously capture the style of the Carnacki stories while maintaining the importance -- and roleplaying excitement -- of Carnacki's obligatory supernatural opposing rituals.

I think that Ken should adapt the system used in Eric J. Boyd's The Committee for the Exploration of Mysteries. Given that Carnacki stories are usually tales where a group gathers and is told a tale, Boyd's game structure is a perfect starting point for design. The systems may not create the levels of suspense necessary in a horror tale, but mechanics could be created that would allow for the level of tension that Hite desires.

Imagine if you will a society of Edwardian Ladies and Gentlemen gathered in Dodgson's study awaiting the next examination of their adventures against the supernatural. One could have the players as comrades of Carnacki, or have them be the interlocutors questioning and extrapolating on Carnacki's tale. No player would have to be the Carnacki character...potentially all could be. One advantage to the shared storyteller aspect could be the potential of having a Carnacki-esque character who has a genuine chance of failure or death.

One could make it so the setting is such that the discussion takes place, with Dodgson leading the discussion, before Carnacki arrives. Thus if Carnacki perishes, it could be his friends sharing his "final" adventure. Or if death is unnecessary, but you still want failure to be an option you can still use the Carnacki sharing a tale with the group. What would happen in the discussion/roleplay could be used to determine the consequences of Carnacki's failure to dispel the sinister spirits.