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Rebuilding Vampire: Bringing the Pain

April 30th, 2010 12 comments

Though I’ve been silent for some time now because of classes and then finals, I’ve kept the Vampire project (it remains untitled and I really need to find a way to refer to it) alive in my head all this time. Maybe not front burner, but certainly slow cooker-simmering to the side. I can’t help it, really, not even with the other stuff I have going, like Ierne: Celtic FATE or my new obsession with the Colonial Gothic RPG and American Colonial/Revolutionary history.

One of the things that I’ve most been giving though to in between study sessions of human physiology (or perhaps because of it?) is the concept of damage as it relates to a vampire character. Both Vampire games go for the very traditional “hit point” approach: a vampiric character, much like every other character in the World of Darkness, has health boxes to track damage received. As they get checked off, health decreases until it either sends the vampire into torpor or, if it’s aggravated damage, it kills the character. In the WoD, because of the mechanical distinction made between normal and aggravated damage, this work ok; vampires can shake off fairly easily most damage, as it is mundane in origin and no match for their healing abilities, but aggravated damage really puts the squeeze on them, making them face mortality a second time. Yeah, it works for Vampire, but the more I think about it, the more I know that this isn’t what I want for my game. Or rather, I should perhaps say, this isn’t what I want for my game entirely.

I do want a way to track damage received by the character, but I’m far less interested in knowing how many more hits can the character take than what effect the hits already taken have had. I want to know how the damage the character has taken is affecting her and her circumstance, if that explosion at the night club she just escaped from did more than just singe her skin: did it destroy her reputation with the Blood Conclave, or cost her best (mortal) friend’s life, or both? I want damage to be a catalyst for enhanced drama. I don’t want a record of wounds, I want a record of consequences.

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[Review] Revere: Revolution in Silver

April 26th, 2010 No comments

Revere: Revolution in Silver Revere: Revolution in Silver by Ed Lavallee

My rating: 4 of 5 stars

Having never seen the original 4-issue miniseries, I am glad Archaia Studios put out this deluxe collection because Revere: Revolution in Silver is a tale that demands to be read by all. The simple premise — Paul Revere fights off Werewolves during the early days of the American Revolution — grabs you by the throat; it’s amazing more tales like this, combining the early history of our nation and the supernatural, have not been done (and those that want more like this, should immediately go and buy Colonial Gothic: Rulebook). The tale has a nice pace, the writing is superb and the art both unique in style and evocative of the era and tone. The only flaw I find is that it is only the beginning of the tale and we are left with a very nail-biting cliffhanger! I want more!

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Vampires In Twin Peaks

April 14th, 2010 9 comments

Last week was the 20th Anniversary of the debut of Twin Peaks on television, a series that literally redefined the prime-time drama and opened the door to everything from The X-Files to pretty much every single geeky show on TV today. We didn’t get Twin Peaks in Puerto Rico (and I didn’t have cable) so I came to watch it about five years after it had been off the air, when the series first came out on VHS (my wife, however, watched the whole thing as it aired, behind her parents’ back, skulking down to the family room at night – she was the one who infected me with Twin Peaks fever).

I fell in love with this show once I saw it, and I continue to friggin adore it to this day. Given that at the time I was running a Vampire: The Masquerade Chronicle for my two players, I decided to express my love for the show in the one way I know how: by using it in my game.

More than 10 years after the fact, my players still remember, with unsettling fondness, that visit to Twin Peaks.

What I did was use a mix of elements from the show and Fire Walk With Me movie. The movie delved really hardcore into the mythology of the show, and given my player characters were supernatural creatures to begin with, I knew I wanted to make them realize that there are even stranger, stronger things out there than vampires. I also knew I did not want to define at all the nature of the Lodge denizens, and that I was not going to try in any way to speculate on what happened to Cooper and Annie after the end of the show (our adventure was taking place a year after the end of the TV series). I would maybe hint, but I was more interested in exploring the themes than in creating fan-fiction about a possible sequel. Because of the characters I had playing, I knew I would be playing on the idea of Nina being a possible next victim to BOB (thus why I presented the ring from FWWM), though the use of the little girl from a previous encounter Nina had had was truly what gave me the emotional key to the whole event. I also knew I would have the vampires face off BOB somehow, and the way it went down was amazing. As it should, it left scars on the characters, both emotional and physical (and spiritual, as in the case of Ben).

It was only a couple of sessions, and only two nights of in-game time, but wow, what a great story that was. It became instant legend in our circle of friends, and to this day we talk about the time the vampires went to Twin Peaks.

If you want to read a recap of the entire episode, then please read on.

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[Review] 40 Years of Gen Con (And More Thoughts on RPG History Books)

April 12th, 2010 No comments

I wrote the following review at Goodreads, but I have more to say after it.

40 Years of Gen Con 40 Years of Gen Con by Robin D. Laws
My rating: 4 of 5 stars

Hard to believe that Gen Con has been around for 40+ years. Heck, hard to believe that roleplaying games have been around for almost that long! And right there, in the space where believing these statements are, amazingly, true, is where 40 Years of Gen Con lives.

Robin Laws had his work cut out for him in setting out to put together this book. Made up of a pastiche of chronological interview quotes from a vast array of people associated with Gen Con throughout its history, the book gives you a transcribed oral history of this most central gathering of the Hobby Gaming Industry. From its days as a tiny gathering at chez Gygax, to its move to current and gigantic home in Indianapolis, you can follow the wonderful and weird history of the convention, and in many ways of the industry as well.

If I have one qualm about the book is that, personally I would have preferred an actual written-out narrative of the history instead of the put-it-together-yourself approach of the various interview segments. A thousand kudos to Robin Laws for having the patience and the archeological skills to assemble a narrative out of all those interviews, though; that alone should win him some sort of prize.

Our hobby, our industry, has officially entered its second generation of life, and we’ve already begun to lose some of the pioneers. I continue to be amazed that there has been no effort to create a biography of the hobby/industry up to now, though 40 Years of Gen Con is a fantastic proxy that deserves to be in every gamer’s library.

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It is very strange to me that after over four decades of hobby gaming, from historical miniatures to the latest games debuting at Gen Con, this is the one history book about/on our hobby/industry available. Surely I cannot be the only one who sees value in there being a written history of the development of the industry, the development of the types of games, and even of some of the games themselves.

40 Years of Gen Con, beyond any flaws it may have, is a brilliant artifact because of the gathering of otherwise hard to find/lost information about that one (very defining) aspect of our hobby.

In 2014 we will see the 40th anniversary of Dungeons & Dragons (and my own, but we’re not talking about me now). Will we see a book on the history of this pivotal game? I hope so. I so hope so. But more than just a D&D book, I want to see a book (many books?) on the history of our hobby.  We deserve to have our history chronicled, and no one but us will do it.

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Ierne: Celtic FATE

March 17th, 2010 23 comments

Happy Ireland day to all. It seems like the perfect day for me to finally talk about Ierne, don’t you think?

Ierne: Celtic FATE

For a few weeks now I have been writing these little vignettes set in a land called Ierne, each showing a small glimpse of ongoing events before moving on to the next tale. I have also been dropping vague statements about my plans for Ierne as well as some hints as to what I’ve had in mind right from the start. Astute readers as well as customers of my Bardic Lore products for Highmoon Games (and also anyone who read my last Ierne tale) may have figured out that Ierne has been showing up for a few years now; this is a world that has been brewing in my mind, in one form or another, for over a decade, and I think it’s time to move from brewing to serving (stretching the beer analogy to its limits there). So, let me tell you about Ierne…

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RPG Blog Carnival: St. Patrick’s Day 2010 – Roundup

March 17th, 2010 1 comment

There weren’t that many entries for the St. Patty’s blog carnival this year, but still, there were a few and that’s what counts! Here you go. Hope you have a fantastic St. Patrick’s Day!

Ierne: Celtic FATE – My announcement of the Celtic-themed FATE game I’ll be working on.

The Emerald Isle – Ireland statted as a culture for the Synapse RPG.

Protectors of Éire – Three mythic champion-protectors for the Ghosts of Albion RPG.

Savage Menagerie: Leperkahn – Evil leprechauns for the Savage Worlds RPG.

St. Patrick’s Day Plot Devices – Five quick plot hooks to launch new adventures with an Irish theme.

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