Last night we finished up our latest mission in the Agents of Oblivion series of adventures we're playing. The team was this time lacking their hacking resource, so they had to rely more on fist fights, language skills and some sneaking.
This time we started with a mission briefing, and then spending resource points on equipment and funny gadgets. I think this part of the super spy genre worked quite fine this time. But, the more I play this game the more I start to feel the books are terribly organized. I created some cheat sheets for the different resource options, and I think they are the reason that part of the mission was fun. There are multiple editing errors in this part of the book, and I have compiled an errata list. Maybe I'll post my cheat sheets here, and send the errata to Reality Blurs.
During the mission briefing they got to hear that they would be going to Iraq, where some ancient artifacts stolen from the Baghdad museum during the invasion had surfaced once again. One was more mysterious than the others, namely a cuneiform tabled with a new story about Gilgamesh! They went to Baghdad, talked to lot of people, had a car chase and found and placed lots of bugs for surveillance. Information gathering galore. Finally they took a flight to Beirut, drove to Baalbek and their went shopping. The last scene was a big firefight between two groups of cultists, with the PCs in between.
One thing I noticed was that even when I made an effort to involve the game rules a bit more than before, benny usage still was an issue. During 2-3 hours you have to roll a lot of dice in order to spend your bennies, earn some more and get to spend some of those as well. First I forgot the give out any, when I did they still ended the session with quite a few left over.
Is this my final proof that whatever I might think of myself, I'm a guy who hand waves most of the rules? It doesn't seem like I can bring enough dice rolls to bear for those bennies to matter. Or is is Savage Worlds built so that the average session and amount of bennies match up at a longer sessions than mine?
Who knows? I will post some thought on scenario design as well in the (hopefully) near future.
Showing posts with label Conspiracy. Show all posts
Showing posts with label Conspiracy. Show all posts
Saturday, July 20, 2013
Thursday, July 11, 2013
Deserted Island experiment - Hunter: The Vigil
Sometimes I see...
monsters
...and they need to be hunted down...
If you were to take the new Hunter game to a deserted island, the first question if you can only take three books is, what's core? Is the WoD rules core and the Hunter book a supplement? If I choose to include the Hunter book itself as a core book, this is my list.
As you can see my game of Hunter:The Vigil would encompass a lot. As far as I know there have not been much support material published for H:TV so why not look at other game lines for inspiration?
Would your list look different? Agree? Disagree? Feel free to say so.
For my next post in this series I'm tempted to try to limit D&D or Traveller down to three books. Can you do that to 35 years of supplements? Maybe.
monsters
...and they need to be hunted down...
If you were to take the new Hunter game to a deserted island, the first question if you can only take three books is, what's core? Is the WoD rules core and the Hunter book a supplement? If I choose to include the Hunter book itself as a core book, this is my list.
- Mysterious Places -There are more interesting books in the new World of Darkness for doing things beyond the big lines like Vampire and Mage. I like that. This book is one of those I think you could use for many modern day games of creepy stories. The fact that it's name reminds me of the Ars Magica books Mythic Places doesn't hurt either. This is a book with some interesting locations, designed to be horrific, weird and creepy. I think they have succeeded quite well. All of them come with story suggestions and quite evocative descriptive text. I bet you could probably come up with this kind of stuff on your own, but I need to be kickstarted by a book like this.
- D6 Adventure Locations - I'm unsure if that D6 is part of the title or just telling us it's part of a game line. I guess you've noticed that I branched out. This is not a White Wolf book. In this book you will find maps of airports, conference centres, hotels ans other everyday locations. Add to that a paragraph of items commonly found at such a location, and you have some excellent help to make a fight scene in one of these places be just a bit more interesting, with some parts of the interior decoration to throw around. But, even though this is a very hand book, it looks bad. There are lots of clip art in it, which looks cheap. Then there's the cover illustration which I hate. What the heck is that woman wearing? It's wet suit for diving? So why does it look so flimsy over her breasts, suddenly clinging closely to the shape of them? Why does it look like it's metal polished to a high sheen, or is it just that it looks like a bad Photoshop colouring? I guess you get the point.
- Supressed Transmission - You know what this collection of articles is, right? I'll just summarize. Ken Hite. You need more? Ok, this is a book collecting Ken's columns from Pyramid Magazine (yet another game company, Steve Jackson Games). Here you can find lots of ideas for conspiracy and weirdness, which can conceal those you hunt, or give hints to where they have hidden throughout history. If nothing else, you'll have lots is fun reading and odd facts you can befuddle your players with, and amuse yourself with. There's even a second volume, but then this list would be too long.
As you can see my game of Hunter:The Vigil would encompass a lot. As far as I know there have not been much support material published for H:TV so why not look at other game lines for inspiration?
Would your list look different? Agree? Disagree? Feel free to say so.
For my next post in this series I'm tempted to try to limit D&D or Traveller down to three books. Can you do that to 35 years of supplements? Maybe.
Sunday, April 22, 2012
T&T hacks - Over The Edge
Since Over The Edge showed up in 1992, designers Jonathan Tweet and Robin D Laws have designed more games, and all are very much talked about. I don't know if it started with OTE, but it has been a very influential design. Let's take a look at why.
The setting of the game is very surreal. It's a game where every oddball tabloid conspiracy is out there, fighting over reality. It makes my head spin every time I read it. It is also the only have I have played where That Guy(tm), don't even stand out, he is just like the rest. Yes, it's that odd. But, I don't think it's why the game is so highly regarded, it's the rules.
To make a character, you pick one defining trait, a few supporting ones and assign them some dice. Easy enough, eh? The really interesting thing is that those traits are not picked from a list, or even limited very much at all. Basically, you can take any descriptive phrase at all, and make it your defining ability. In one game I made a character that had the trait Playboy. I used it for seducing, gambling, shopping and intelligence gathering. On the other hand, you could make it quite narrow, and then you get some more dice to assign to it. More dice are good when you roll them, add and try to beat a target number. But, I guess you see how that is the least exiting part of this. No two characters will look alike, and you have lot of freedom to define the characteristics of your character. Now let's see how we can take this system and put it into the guts of T&T.
In this hack, you have one trait called the Expert trait. This defines what your character is all about. Write down whatever you feel define your character, and roll 2d6+6 for that trait. Now, write down two more Good traits. These are the abilities that you feel gives you some breadth and is important, but not as defining. Roll 4d6 and pick any three for both those traits. Lastly, everyone has a Flaw, the ability that always gets you into troubles. Roll 2d6 for that trait. For any other trait you feel you need, roll 3d6.
Now, in order to be able to use as much as possible of the standard T&T rules we need to think of combat adds, combat hits and magic. Designate one of these traits as your Health trait. It can be your Flaw or your Expert trait. This is going to work just like CON usually does in T&T. You also need to define three traits that is level defining, and contribute to combat adds. Pick any three. Lastly, pick your Mystic trait, which works like INT and WIZ does in T&T.
Got that? Let's summarize.
The traits
Their usage
Since this is very different from the usual fare, expect the games you play be very different. Tweak those numbers a bit and roll some different dice, but keep the distinction of one one trait higher than the rest, two above average and one sub par.
The setting of the game is very surreal. It's a game where every oddball tabloid conspiracy is out there, fighting over reality. It makes my head spin every time I read it. It is also the only have I have played where That Guy(tm), don't even stand out, he is just like the rest. Yes, it's that odd. But, I don't think it's why the game is so highly regarded, it's the rules.
To make a character, you pick one defining trait, a few supporting ones and assign them some dice. Easy enough, eh? The really interesting thing is that those traits are not picked from a list, or even limited very much at all. Basically, you can take any descriptive phrase at all, and make it your defining ability. In one game I made a character that had the trait Playboy. I used it for seducing, gambling, shopping and intelligence gathering. On the other hand, you could make it quite narrow, and then you get some more dice to assign to it. More dice are good when you roll them, add and try to beat a target number. But, I guess you see how that is the least exiting part of this. No two characters will look alike, and you have lot of freedom to define the characteristics of your character. Now let's see how we can take this system and put it into the guts of T&T.
In this hack, you have one trait called the Expert trait. This defines what your character is all about. Write down whatever you feel define your character, and roll 2d6+6 for that trait. Now, write down two more Good traits. These are the abilities that you feel gives you some breadth and is important, but not as defining. Roll 4d6 and pick any three for both those traits. Lastly, everyone has a Flaw, the ability that always gets you into troubles. Roll 2d6 for that trait. For any other trait you feel you need, roll 3d6.
Now, in order to be able to use as much as possible of the standard T&T rules we need to think of combat adds, combat hits and magic. Designate one of these traits as your Health trait. It can be your Flaw or your Expert trait. This is going to work just like CON usually does in T&T. You also need to define three traits that is level defining, and contribute to combat adds. Pick any three. Lastly, pick your Mystic trait, which works like INT and WIZ does in T&T.
Got that? Let's summarize.
The traits
- One Expert trait - 2d6+6
- Two Good traits - 4d6, pick any three
- Flaw - 2d6
- Other traits - 3d6
Their usage
- one Health trait - works like CON
- three combat and level traits - works like STR,DX,SPD and LK in T&T
- one Mystic trait - works like a combination of INT and WIZ
Since this is very different from the usual fare, expect the games you play be very different. Tweak those numbers a bit and roll some different dice, but keep the distinction of one one trait higher than the rest, two above average and one sub par.
Sunday, October 3, 2010
To save a king, swashbuckling style
This last Tuesday we had our latest 7th Sea session, after having had a hiatus of a week. You could say a lot about that session, but it was not event less!
After having met the rector of the university, and heard that Francis old friend now was a spy, they decided to go shopping for some fancy clothing suitable for a night at the theatre. Now they had agreed to try to help find that list of contacts for the Invisible University. Cloak and daggers!
Suddenly Juan saw his hated half-brother in the crowd! Without thinking he drew his rapier and started to run. At once someone yelled "Assasin!" and all hell broke loose.
A shot was heard, and suddenly a gilded carriage crashed down the street, mowing down pedestrians like harvesting wheat. From nowhere rushed black clad people with blue sashes, attacking and pushing people aside. Francis got pushed into an alley and beaten, until he managed to shake them off him.
Anna Maria grabbed the reins of the stampeding horses and surfed on the back of one horse, trying to make them stop. At the same time a masked figure jumped on top the carriage and gallantly greeted her as the whole vehicle at last slowed down. She got down, but as another shot ran out an arm from the carriage grabbed her inside.
Juan had, at the same time, fenced his way out of a bunch of the guys with blue sashes, using elbows, knees and sword. Now he thought he saw his brother again, this time running after the newly started carriage. Quickly he drew his gun an shot the "sash" blocking his sight. Naturally, his brother was then nowhere to be seen, but since the vehicle ahead was speeding up he must have jumped inside.
A Olympic quality sprint later, Juan caught up with and threw himself onto the rear of that horse powered mode of transport, and feet first he then entered the vehicle after having clinged onto its back for a few seconds. Suprised he gazed up into the eyes of his king.
Francis now came out of the alley, having at gunpoint gotten the information that all this was arranged by "the cardinal".
Much later they had gotten the promise of a favour of the Castillian king, and with new fancy clothes where ready to go to the theatre.
Sometimes it's fun with some political intrigue and assassination attempts. I guess this is why some people prefer games where intrigue and conspiracies about. When was this first tried? My first thought is Flashing Blades (and Flashing Blades modules are what we are playing next...), but might be wrong.
After having met the rector of the university, and heard that Francis old friend now was a spy, they decided to go shopping for some fancy clothing suitable for a night at the theatre. Now they had agreed to try to help find that list of contacts for the Invisible University. Cloak and daggers!
Suddenly Juan saw his hated half-brother in the crowd! Without thinking he drew his rapier and started to run. At once someone yelled "Assasin!" and all hell broke loose.
A shot was heard, and suddenly a gilded carriage crashed down the street, mowing down pedestrians like harvesting wheat. From nowhere rushed black clad people with blue sashes, attacking and pushing people aside. Francis got pushed into an alley and beaten, until he managed to shake them off him.
Anna Maria grabbed the reins of the stampeding horses and surfed on the back of one horse, trying to make them stop. At the same time a masked figure jumped on top the carriage and gallantly greeted her as the whole vehicle at last slowed down. She got down, but as another shot ran out an arm from the carriage grabbed her inside.
Juan had, at the same time, fenced his way out of a bunch of the guys with blue sashes, using elbows, knees and sword. Now he thought he saw his brother again, this time running after the newly started carriage. Quickly he drew his gun an shot the "sash" blocking his sight. Naturally, his brother was then nowhere to be seen, but since the vehicle ahead was speeding up he must have jumped inside.
A Olympic quality sprint later, Juan caught up with and threw himself onto the rear of that horse powered mode of transport, and feet first he then entered the vehicle after having clinged onto its back for a few seconds. Suprised he gazed up into the eyes of his king.
Francis now came out of the alley, having at gunpoint gotten the information that all this was arranged by "the cardinal".
Much later they had gotten the promise of a favour of the Castillian king, and with new fancy clothes where ready to go to the theatre.
Sometimes it's fun with some political intrigue and assassination attempts. I guess this is why some people prefer games where intrigue and conspiracies about. When was this first tried? My first thought is Flashing Blades (and Flashing Blades modules are what we are playing next...), but might be wrong.
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