Showing posts with label LWaSH2. Show all posts
Showing posts with label LWaSH2. Show all posts

Friday, May 1, 2009

[RPGs] Skype SotC planning: Party stuff

Okay, so what I'd like to do next is sort out just how the various player characters (or at least the initial group, since more might be showing up later) know each other.

Right now, the characters we've got are a gun-slinging flapper, her German archaeologist husband, an educated sasquatch, and a feral swamp boy.

My first instinct is to suggest that everybody be members of the Van Helsing Society, which I used in my last SotC game. Here's the quick summary I threw together for it probably over a year ago:

  • founded by the young Quincey Abraham Harker (born between 1890 and 1897, should be in mid-40s in 1937, son of Jonathan and Mina) in honor of the late Abraham Van Helsing

  • studies and hunts monsters both supernatural and human (serial killers, cultists)

  • Some agents may themselves be touched by the paranormal (psychics, werewolves who've learned to control their curse, practitioners of magic, Tibetan yetis, Children of Set, etc.).

  • follow Van Helsing's philosophy of understanding one's enemy

  • secretive, believe the supernatural should be hidden from the public

  • funded by donations from those they've helped, the personal fortunes of members, and loot taken from destroyed monsters

  • recruit from talented people they seek out and from ordinary people who have had brushes with the supernatural in connection with the Society's cases

  • headquarters in London, but local chapters based in many nations friendly to the British Empire


Also, H.P. Lovecraft (who officially died in 1936) is working for the Society's London chapter, researching pre-human civilizations.

I think all four PCs could easily belong to the VHS. On the other hand, maybe it's just Sul's married couple who are Van Helsing investigators, and they end up investigating stuff in Hieronymus and Gator Boy's neck of the woods (the Florida Everglades, right?). Or, for that matter, Dagmar and Lee might be investigating on their own, and we could leave the Society out of it completely.

The nice thing about having some organization behind the party, though, is that it gives us an easy way to introduce new characters and other handy stuff. Of course, if you guys want to just make up your own organization, that is totally cool.

Friday, April 24, 2009

[RPGs] Skype game character stuff

Spirit of the Century is a pulp game. So its protagonists are generally at that pre-superhero level of capability, where they're fantastically capable in some specialized area, maybe even to a level that's effectively superhuman. And of course all kinds of crazy-ass backgrounds are totally possible. You can be an intelligent gorilla or an Atlantean awakened from suspended animation or . . . hell, we could probably figure out a way to do a robot or vampire, even. The game really is very flexible in a loose kinda way.

Anyway, the basic component of a SotC character is their skill pyramid. That is, you've got one skill you're really freaking great at (that's the top of the pyramid), two you're just plain great at, and so on down to five that you're just average at (the base of the pyramid). 15 skills in total, chosen from this list:

A few clarifications: "Academics" is a huge catch-all for history, linguistics, and all manner of soft sciences. "Contacting" is generally about who you know, the contacts you've got. "Empathy" is detecting lies and intentions. "Investigation" is searching for clues and doing forensics. "Mysteries" is sort of a catch all for magical stuff, but mostly in a typically pulp-like vein, so it's largely about hypnotic effects. "Rapport" is making friends an influencing people. "Resources" is about how much money or material support you have or can get access to. "Science" covers medicine as well as various research fields. "Survival" is wilderness survival, tracking, riding, stuff like that. "Weapons" means things with a shorter range than guns and arrows, but either throwable or long enough so that they give you some range.

So, you can see how picking 15 such broad skills means you can be good at a whole lot of stuff. And really crazy awesome at a narrower bunch of stuff.

But where things start getting really awesome, and really coming to life, is with the heart of the Spirit of the Century system: aspects. A character's aspects are basically just a list of ten things about that character. Almost any kind of thing: physical stuff, personality stuff, background stuff, relationships with other characters, signature possessions, running plot shticks, even catch phrases. Here's a list of examples, and you can also look at characters I've posted on this blog for more (they're mostly SotC characters, if not all).

Aspects make you better at doing whatever they logically suggest you ought to be good at. So if you've got a "Crusty Old Prospector" aspect, you can use that to get bonuses on rolls when you're trying to dig, look for water in the wilderness, appraise gold, and maybe even for stuff like drinking moonshine or driving strangers away from your property. The important limiting factor is that whenever you want an aspect to help you, you have to pay a "fate point".

The thing that makes this really cool is where fate points come from: You get them by following your aspects when they lead you into trouble. So if your Crusty Old Prospector pisses off a friend by being cantankerous, or gets distracted by gold, you'd get fate points for your trouble. On the other hand, if you want him to overcome his natural inclinations, you've gotta pay a fate point, instead.

So the game really rewards you for playing your character. And it's really important to make an interesting one, with foibles and weaknesses as well as strengths. Not only do they provide fate points, but they can really drive the game's plot.

Now, the final element of a SotC character is their stunts. These are like the feats of a D&D character: they let you break the rules in little ways, give you bonuses in specific situations, allow one of your skills to do more stuff than it normally does, give you things like allies, vehicles, or weapons, etc.

...But the list of available stunts is frigging huge, and it can really bog down character creation. So, personally, I'm kind of leaning towards the idea of just skipping stunts all together, and maybe using this stuntless rule variant. It just lets aspects do stunt-like stuff, and aspects are the coolest part of the system, anyway.

Anyway, here's where everybody should post ideas and questions about all their character concepts, and we'll figure out a way to get all your dudes tied together.

[RPGs] Skype campaign planning!

Spirit of the Century coverRight, so I'm planning to run some kind of game via Skype and probably MapTool. Weekends definitely make the most sense, and I'm leaning towards Saturday afternoons/evenings (Chicago time, anyway). The game? Spirit of the Century, because it's a damned great game, easy to learn, and should be very playable via Skype. Best of all, the rules are available for free.

...But there's a lot of different stuff we can do with SotC. Its default pulp mode is loads of fun, but people have hacked it for space opera, martial arts, and various flavors of fantasy (low magic stuff, generally). I think it could do a hell of a cool horror or post-apocalypse game, too.

So here's where I ask my prospective players just what they want to play. (And I'm doing it in public because I don't have everybody's email address.) What are you guys interested in, genre-wise? What you be interested in in doing or being in the game? I'm kind of digging the idea of some sword and sorcery (or sword and planet!) stuff, or maybe a shady-adventurers-and-smugglers-in-a-spaceship thing in the vein of Firefly. Or crazy, cartoonish post-apocalypse like Thundarr the Barbarian, maybe. Something kind of simple is probably best, at least to start with. On the other hand, SotC makes social conflicts just as interesting and complicated as physical ones, so something involving a lot of debate, persuasion, and interrogation would totally work.

I'm open to some format gimmicks, too. SotC has some cool stuff for running organizations (gangs, companies, armies, countries, whatever), so if you want to be the leaders of some kind of group or community, that's no problem. Also, if you want to play multiple characters in a troupe-style thing, that's cool, too.

Hell, this is getting long. Okay, interested parties, just comment here and let me know what you're interested in doing. Also, what you think of playing on Saturday afternoons/evenings (time zone issues, blah blah)?