Showing posts with label Sherlock Holmes. Show all posts
Showing posts with label Sherlock Holmes. Show all posts

Wednesday, January 6, 2010

Sherlock Holmes, dungeon delver III

imagine standard spoiler disclaimer here

My last impressions of the Sherlock Holmes movie are concerning the main antagonists. If you have a recurring vilain in your campaign, you have probably been thinking about how to make that villain cool and worthy of the attentions of your players. I have some hint for you.

Imagine Lord Blackwood. He has short, backward combed hair. He has deep set eyes. He enters a stage to speak to his followers in a black leather coat which makes you think of Gestapo. He talks about his thousand year reign. He is tacky.

Imagine Professor Moriarty. He drives around in style. He has normal clothing. He let's others do his dirty work and when he is walking about he does it without being noticed. He don't want to kill everyone who disagrees. He keeps in the shadows. He offers threats which are subtle and thus believable. He is a good villain.

Keep it classy folks.

I have no idea if the book Villain Design Handbook by Kenzer & Co is any good, but I think it could have been useful for Guy Ritchie. Do tell if you know anything about the book.

Tuesday, January 5, 2010

Sherlock Holmes, dungeon delver II

Disclaimer

I guess everyone who saw the movie noticed the elaborate trap, and maybe even thought about it. This is how I see it.

When the trap was triggered Irene Adler was in dire straights. The stake was to get the machine stopped before she died. We get graphic visuals showing us what is at stake, as pig carcasses gets sawn apart. Now did you notice where Sherlock was looking?

He saw the mechanism to the trap, and he saw what was holding Irene fastened. At this point he had two ways to approach the problem, by freeing her or by disabling the mechanism. Note how the clock is ticking, and we have a time limit for the trap. This makes it more tense than just a pressure plate and a save for half damage.

The most delightful part of how this trap was set up was that violence was always an option, as well as a more refined or crafty one. The mechanism was visible and you could poke at it and try to stop it, you could grasp how it worked and try to shut it off. A very real option was also to just jam something durable into the gears and make it stop or at least slow down. This gave it a possibility for multiple types of gamers to solve the issue. Yes, we also had the chains and the lock. The lock was visible, but you had to reach above Irene's head to get at it, and it was moving. Clearly an oportunity for inventiveness, and also sweeten the payoff for successfull disabling by putting the character who tries to solve the puzzle in the line of danger. Everyone loves to succeed when there was a threat of real danger. Naturally, you could hang onto Irene and just try to apply force to those chains and break the hostage loose.

Did you see all that?

I think the way this scene was set up was a marvellous set piece trap that any DM worth his salt should study and emulate. There are multiple venues of approach, and you can work one them more than one at a time. Violence is an option and there is a time limit. Very important for all this to work is that there are nothing hidden. We all see the mechanism clearly and the only thing left is to to try handle the situation. I'd would love that in a game!

Monday, January 4, 2010

Sherlock Holmes, dungeon delver I

Last night I watched the newest Sherlock Holmes film, and I started thinking of gaming as soon as I was out of the theatre. The rest of this post and those related to it will talk about what happens in the film, decide for yourself if you want to come back and read them after seeing the film.

Now we can get started talking about what happens in the film, and how it can be used to make your games better.

I think the film was quite fun, even though it was an interpretation of a more action and violence oriented Holmes than I'd prefer. Victorian London was a quite rough place to be, and maybe I've been seduced by the fairly idealized picture that Conan Doyle presents, and ignored the sooty and miserable place London was for the majority of its inhabitants during the late 1800. Still, there were a few very graphic fights, which I will now dwell a bit further upon.

Except for the fight in the arena, or pit fight (which by the way made me think of a certain career in Warhammer FRP), the environment was crucial to the outcome of the fights. The fight with the big French speaking dude was just about destroying furniture until Holmes found the electric device. Picking up junk lying around will in most games just give you something equivalent to a dagger, or similar "light" weapon. Improvised weapons like the leg of a stool or chair might not pack the same punch as a gun, but sometimes they might be just what you need. I made me wonder if beefing up those improvised weapons, handing out action points or some other way to use game mechanics to bolster combat effectiveness is the answer to make this happen in a game. Frankly I think not. The best way to handle it is probably a change in the attitude of Game Masters, giving out support for innovative actions. Still, game mechanics are such a method. Hmm.

Apart from that insight, I think the general question of the environment is interesting. When they were fighting, it made the fights less repetitive and more interesting when there was a possibility to fall off a tall bridge or get crushed by a ship while fighting. Dan Bayn used to write a column over at rpg.net about action scenes. I think it should be mandatory reading for any GM. Dan is overflowing with cool ideas, and I only wish I remembered half of what I've read of that column when I sit behind the screen. One of the things Dan writes about is how to enliven fights using the environment. Just think about when Sherlock swings around on top of that bridge, rotating around and coming up behind whom he was fighting. Are there a rope or chain hanging around? Grab it and swing!

So, you say that all this is cool and great, fun you want your game more traditional, and more focused on the thrill of fantasy than cinematic steampunk? Well, think about rivers of lava, high bridges over deep ravines. I don't know about you, but some of those images gives me a great feeling of fantasy. Just think about Moria.

Maybe the lesson from all this is that when designing dungeon rooms or encounters in general, we as designers should include some random junk, and some more cracks in the floor, ice patches, lava rivers and red hot pokers. One way to make it less "canned" and make it more of a toolbox would be to include a chart of these effects and suggest the GM rolls on it once in a while to liven up the delve. Food for thought if you plan on writing an adventure for somebody else to run.

My next game will include a Sherlock Holmes and Dan Bayn.

Tuesday, December 8, 2009

Playing a RPG with a famous literary person

I have the last few days been on a Sherlock Holmes high. Since I managed to score a mint copy of Sleuth Publications The Queen's Park Affair for only $15 I have been absorbed by the Victorian age and its famous sleuth. Now after reading about Holmes I start to wonder about a rpg in that setting.

As far as I know, the only Victorian mystery game there is must be Cthulhu by Gaslight, which never was big seller. I don't think it's been in print for ages. Maybe it's because it's hard to portray the era? But, we seem to think we can play elves, right? Maybe it's because Victorian London just isn't the same without Holmes himself, and then the players will be left out in the cold.

One game I have played a lot is Stormbringer and I never had any problem not including Elric in the game. While it might seem strange I never felt that game was very much about Elric at all, even if it was once published under the really bad title Elric!, including an exclamation mark. For some reason I don't have the same relaxed attitude to a Victorian mystery game. I just couldn't do it without including Holmes. I'd love to hear if somebody have done it, and how it worked. Also, are there really nothing more than Cthulhu by Gaslight out there?
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