Showing posts with label campaign ideas. Show all posts
Showing posts with label campaign ideas. Show all posts

Thursday, June 11, 2009

[RPGs] Judd's "Make Your Own New Crobuzon" meme

Judd Karlman had an awesome idea about how to create a D&D setting that attempts to achieve the same kind of polyglot fantasy metropolis weirdness and anthropological complexity of China Miéville's New Crobuzon. Naturally, being a giant pervert for setting creation, I had to give it a try.

The Maw

Located on a lush jungle island well-situated near several major trade lanes, the Maw is a vertical city built into the igneous walls of a dead volcano's throat, crossing it in places with spidery bridges. The city extends so deeply that most of it rarely sees sunlight. Its positioning makes it a perfect center of trade between the civilizations of the surface world, and those of the labyrinthine lands beneath. The primary citizen races are humans (ever the most ambitious of the surface races) and dwarves (the subterranean race humans are most comfortable dealing with).

Minor races

Goblins - Most of the local archipelago is controlled by a small empire of jungle goblins. They are confident, organized, and as hairless and brightly-colored as poisonous frogs. All three goblin subraces live and work together with no acknowledged distinctions. The Maw is a completely separate political entity from the goblin empire--the Strand of Jewels--but a large number of goblins, hobgoblins, and bugbears have made their home in the city, attracted by the foreign wealth it offers, and eager to wield whatever political and business connections they might have throughout the archipelago to carve themselves a piece of it. For the most part, they've set themselves up as middlemen and facilitators in surface-underworld trade, storing good, changing money, and arranging transport from the island's teeming ports. They also have a substantial stake in local organized crime.

Umber hulks - A handful of quasi-civilized umber hulks--the descendants of slaves purchased from the drow and freed upon the death of their owner--live and work in the depths of the Maw. They're only barely sapient, incapable of vocal communication, stunningly dangerous, and subject to a number of repressive ordinances, but their tunneling ability puts even the dwarves to shame, and they've proven to be extremely useful members of the community. They're paid poorly, but as they do a tremendous amount of work and hardly ever seem to actually spend money, it's assumed that they must have a tremendous hoard of it, somewhere. Just what--if anything--they plan to do with it is one of the Maw's most widely speculated-upon mysteries.

Homunculi - The combination of human arcane experimentation, strange materials from the underworld, and the wealth brought by extensive trade has given rise to generation after generation of increasingly advanced alchemical constructs. The humans purpose-grow them for a wide variety of jobs, from message-carrying and guard duty to bookkeeping and research assistance. While even the most intelligent homunculus cannot legally be a citizen of the Maw--in fact, they technically have fewer rights than the umber hulks--the smarter and more humanoid varieties tend to be considered people by most locals, and are almost universally trusted as honest and incorruptible despite the fact that most technically have free will. As homunculi take on ever-greater roles within the production of more homunculi, it's possible they could become a race in their own right. Some would say they're already there.

Monsters

Aboleths - Humans, dwarves, goblins make up the Maw's ruling council, but it's something of an open secret that a group of aboleths are pulling the strings. Just how much of their control is obtained through psychic domination and how much is simply the result of their having some very interesting artifacts to trade is uncertain. But if they have any kind of sinister agenda in mind for the city, it's apparently too slow and long-term for even the dwarves to notice. It's very possible that the whole Maw settlement was their idea in the first place, though, and it's apparent that they've got exactly the right blend of superhuman intelligence and utter ruthlessness to make a city like this work.

Kruthiks - Several decades back, an incautious tunnel expansion in the depths of the Maw disturbed a massive kruthik hive. The hive was destroyed at great cost to the city's defenders, but more than half of the kruthiks escaped. Ever since, kruthik incursions and infestations have been a regular hazard in the Maw, particularly in the deeper regions. Affected neighborhoods have taken to hanging up kruthik corpses--preferably fresh ones--to ward off attacks. This has given rise to the erroneous belief that even a small part of a kruthik--say, a hatchling's mandible--made into a pendant will protect its wearer from them. In truth, such a small amount of kruthik deathscent is actually much more likely to attract their attention.

The eidolon - In all of the Maw, the only organized resistance to the aboleths' rule comes from a cult of dwarves and humans who worship a rogue eidolon of tremendous power. This titanic, quasi-divine construct was unearthed in one of the Maw's farthest-reaching tunnel systems, and immediately seized control of the dwarven clan who discovered it. The eidolon is powerful enough to grant divine power to its followers, and to roam through the solid earth at will, avoiding detection by the city's authorities. The cult operates semi-secretly, with most of its members hiding their faith, but a few evangelists work openly to bring converts, in spite of the cult's outlaw status.

Friday, April 17, 2009

[RPGs] Campaign idea: War of the Space Gods

In my last post, I mentioned how the superhero genre can be a whole lot of different things. One superhero subgenre that I don't think really gets enough representation in games is the Jack Kirby mode.

It's a little odd to talk about one dude's work as a subgenre, but when you look at a comic like Gødland or that old 1963 miniseries, it starts to make sense. Kirby had a very distinctive thing going on, and there was more to it than just his art style. The most kirbyesque Kirby works were the ones where he went beyond superheroes and into what I'd describe as sci-fi mythology: the various Fourth World books, The Eternals, Kamandi: The Last Boy on Earth, OMAC, and others.

I'd love to run a game sometime that mines that vein for setting material, but doesn't actually reproduce any specific elements. Here's what I've got right now.
War of the Space Gods
There are two tiny planets orbiting Earth, each smaller than the Moon, but with as much mass as our own world. And they're both hidden from us. Even their gravity is blocked. The first, Kaliba, is a wild, green planet dotted with soaring white cities. The second, Shath, is a barren, cloud-wrapped world of stony deserts and grim, black cities.

Kaliba is inhabited by a race of living gods. They're largely human in appearance, but an idealized kind of human, with a wide range of vivid coloration, sometimes including patterned skin, or even a metallic sheen. Their eyes glow brilliantly, as does their golden blood. They're very nearly immortal: ageless, immune to all disease, astonishingly resilient, and able to regenerate any damage short of the destruction of the brain or heart. What's more, they're invested with a brilliant cosmic energy that they wield to create a variety of effects. Their power is so flexible that they've never developed technology in the sense that we're familiar with. Their cities and clothing are built through the direct application of their strength and energies. They can also invest simple metal and stone tools with some of their power, or use it to change and sculpt living things for their own purposes. They've populated their world with extravagantly modified Earth animals, and are served by semi-sapient worker creatures.

Shath is also home to a race of gods, but one for more physiologically diverse than those of Kaliba. While still mostly humanoid, they exhibit monstrous or animalistic features as well. Their coloration is just as unusual as the gods of Kaliba, but less vivid, tending towards, dull, pale, or muddy tones. Their blood is black, with a faint iridescent sheen. They are essentially immortal, with less resilience and more regenerative capability than the Kalibas, but they have a tendency to change gradually over time, becoming ever more inhuman with the centuries. They wield a cosmic power of their own, but theirs is dark and murky, and far better at affecting its wielder than affecting the outside world. The Shathen tend to be gifted with powers of shape-shifting, invisibility, intangibility, and the like. Unlike the gods of Kaliba, they have needed technology. Their machines are in many ways more advanced than those of Earth, but are generally bulky, unsubtle, inefficient, and sometimes dangerous to be around.

For reasons that have long since passed beyond memory, the two races of gods have been at war with each other, on and off, for as long as they've been aware of each other. It's a bitter conflict, driven by the same hatred it generates, bereft of ideology or purpose.

The planets of the gods are hidden from Earth, but Earth isn't hidden from them. Both races visited our world often our distant past. The Kalibas were called gods, and devils, and fairies. The Shathen were also called these things, as well as dragons, vampires, goblins, and the like. Both races taught, terrorized, enslaved, and enthralled humanity, shaping our history and culture. But, most of all, they fought each other. Sometimes directly in divine battles that scarred the Earth's landscape for millenia, and sometimes by human proxies, through wars and pogroms and myths that we will never truly understand.

Now, though, the gods call Earth neutral ground, and their endless, senseless war is in one of its colder phases. Humanity has forgotten them, and both races of gods work to keep it that way, both for our good and their own. In the past, the gods' interactions with mortals had done us much harm. And now, as our technology has grown to rival that of Shath--and shows every sign of surpassing it, someday--it's very possible that humanity could actually threaten the gods to some degree.

Of course, by the same token, it's obvious that mankind could be the key to the Kalibas' or the Shathen's final victory, if only they could quietly turn enough of us to their cause. So the war between the gods has become a secret struggle to gain influence on Earth. But, as each side becomes aware of the other's breaches of the treaty, their cold war is heating up.

...Okay, so if that's enough setting info, I'll finally talk about just how this could be played. Naturally, I'd use Mutants & Masterminds or some variant of it. Player characters would probably be a mixed group of Kalibas and Shathen, also possibly Kalibas-Shathen hybrids, god-human hybrids, regular humans who've gotten ahold of powerful divine artifacts, or even regular humans who are just really awesome at stuff. Maybe servitor creatures from Kaliba or robots from Shath, too. Just how these people would know each other and why they'd work together--and, yeah, I'd really rather we have that worked out from the very beginning--would depend on just what kind of mix of characters we end up with. I like the idea of the group being centered around young gods from opposite sides of the line who became friends and hope to end the war, or gods and humans who are breaking the rules to learn about each other. And, naturally, some larger external problem would loom before long, forcing the PCs to stand alone between the warring gods against a threat only they are aware of.

The whole tone I'd be going for with this game is BIG. Epic, bombastic, mythic stuff. Interplanetary adventure, apocalyptic threats, the discovery of secrets older than mankind, divine tragedy, that kind of thing. Not superheroes. Sci-fi mythology.

Would it work? With the right players, hell yes. I can only hope to actually get a chance like that some day.

Saturday, April 4, 2009

[RPGs] Campaign idea: The Alliance

My big white whale of RPGs--the thing I think I'm least likely to get to do, anyway--is a superhero game. I think superhero games are especially dependent upon a gaming group's experience with and ideas about the genre. I mean, if five people sit down to play a game, variously expecting it to be like The Tick cartoon, 1980s X-Men comics, Warren Ellis' run on The Authority, the Watchmen movie, and the TV show Heroes, there is going to be some cognitive dissonance. Getting everybody on the same page would be a project in and of itself, and might not even be possible if there isn't enough common ground in the group's experience. My own group ain't really filled with people who read superhero comics, so I'm not sure I'll ever get to do this. But I do like to dream.

This is what I've been dreaming about lately.


The Alliance
The Alliance isn't so much a static superhero team as a loose network of associated superheroes who can contact each other, share resources and information, and work together as circumstances require and their schedules permit. When a case or mission comes up, a team is assembled from the available Alliance members and pointed at the problem.

The gimmick here, game-wise, is that the Alliance is a pool of characters that all the players can pull from on a session-by-session basis. No character belongs to any one player; they're all shared equally. So, of course, the characters would all have to be created cooperatively by the players. And that's where the character creation sheet at the right comes in.

Actually, though, I'd start by discussing with my players what kind of tone and tropes they're interested in for the game. We'd try to establish a target seriousness level, and come up with some example media. Then we'd talk over the setting a bit, see what kinds of components people are cool with (magic? aliens? time travel?) and just how "superhero-ish" characters should get (costumes? spandex? masks? code names? secret identities?).

...And then I'd hand out the character creation sheets, two to a player with a pile of extras. I'd explain all the different bits: "Purpose" could be something along the lines of "glory hound" or "With great power comes great responsibility." "Relationship" could mean a romance or rivalry with another Alliance member, or it could be a civilian NPC friend or family member, or even a recurring arch enemy. "Weakness" might be something like "poisoned by kryptonite," but it could just as easily be "hardened alcoholic" or "dangerously short temper".

Anyway, the deal with the character creation sheets is that each player would write something on their sheets, and then pass them off to other players to write some more stuff on, with everybody freely sharing ideas and talking openly about what they're doing. Hopefully, at the end of the session, we'd have at least two filled sheets for each player, and everybody should have some idea about the whole array of characters they'd outlined.

Then, I'd before the next session, I'd do the actual game mechanics side of building all the characters. I'd almost certainly use Mutants & Masterminds, in spite of the mention of "aspects" on the character creation sheets. I just really dig aspects, and think they can be imported from Fate into almost any RPG system. Also, I think they could be employed here to encourage the kind of ensemble-cast soap opera effect that tends to arise in long-running superhero team comics.

Part of what I'd be hoping to achieve with this kind of character generation is a player mindset that doesn't regard the PCs as representations of the players so much as shared game pieces. As such, they should be easier to sacrifice. Dramatic PC deaths would be a really cool and genre-appropriate thing to work into the game. I'd even like to incorporate some variant of Ryan Stoughton's death flag mechanic to encourage it. (CliffsNotes version: Normally, no PC dies. But you can trade this plot immunity for a temporary powerup, thus very possibly going out in a blaze of glory.)

Will I ever actually get to run this game? Dunno. Might not work too well with my local crew, but I'm edging closer and closer to running a Skype game of some kind, and I know I could find the perfect crew for this game once geography isn't a factor. So maybe. Some day.

Wednesday, February 25, 2009

[RPGs] Campaign idea: Necropolis

Once again, my brain is clogged with ideas for campaigns I'd like to run, and I've got to at least type them up here if I'm ever going to be able to think about anything else. So, today, I'd like to show off a concept that's very clearly the result too much Left 4 Dead and Fallout 3.

Necropolis
I'll come right out and say it: This would be a zombie game. I will shout to the goddamned hilltops that zombies are the most overused trope since pirates and ninjas, but dammit, I think cool stuff can still be done with them. And, since the focus of this game ain't really on the zombies themselves, going with something more original might actually be counterproductive.

Anyway, the deal here is that it's two years or so after a plague of zombieism swept across the globe, effectively ending civilization as we know it. Governments and infrastructures fell, countless billions died, etc. You know the drill. I think my zombies will be the result of a macroscopic parasite (something that slithers into a corpse's mouth is a lot more interesting than another invisible virus, in my opinion) of either extraterrestrial, artificial, or antediluvian origins. Infested corpses would become stupid-but-vicious automatons, concerned only with feeding on the fluid contents of any vertebrate life they sense, and then vomiting a black soup of embryonic parasites all over whatever's left. When not in the presence of any acceptable prey, they'd roam for a bit, and eventually fall dormant, waiting. They wouldn't feel fear or pain, and could only be "killed" by the destruction of the parasite within the skull and upper spinal column, but would be (in most cases) somewhat more fragile than a living human, and would assiduously avoid direct sunlight. So what we've got now is a world of dead cities where every shadowy place full of ragged lumps that will immediately lurch to their feet at the slightest sound, chasing down and tearing open any living human they can.

Now, as bad as all this sounds, humanity is still hanging on. Even coming back. The zombies are dangerous--and, worse, staggeringly numerous--but they're extremely limited. And once people know their limitations, it's possible to live with the dead.

This game would center around a survivor community in the middle of a large city who are managing to do exactly that. While old population centers are now teeming with the undead, large buildings are an effective defense against them. So this settlement would be on the upper floors of a skyscraper, with the lower floors devoted largely to a system of barricades. The inhabitants would subsist on produce grown in rooftop gardens and canned food obtained on daytime expeditions through the perilous city below.

Now, the real gimmick here is that the players would actually take on the role of the whole population of the settlement. I'd generate 40 or 50 regular people--including name, sex, age, race, occupation, Myers-Briggs personality type, and simplified Fate system stats--with this insane TableSmith application I've cobbled together, and that would be the whole community. The players would share this whole pool of PCs, playing whoever they want, even controlling multiple characters at once. They could also add to the population by rescuing and incorporating lone survivors and smaller groups.

So, like I mentioned, the zombies won't really take center stage in this game. Really, it'd all be about running and improving the community itself. Managing exhaustible resources (including food, medical supplies, and the population itself), setting up things like farms and generators and plumbing, arming the populace and maintaining the settlement's defenses, dealing with other human communities that might have different ideas about how to survive the apocalypse, etc. The zombies themselves would be more of an environmental threat than actual antagonists. You'll have to fight some when you go out on scavenging runs, but it's what you gain (and potentially lose) on those runs--and what use you put it to!--that really matters.

System wise, I'd use a hacked, slightly simplified Spirit of the Century. There'd be no stress tracks, so every hit a character takes in a conflict would go straight to Consequences. The skill list would be a bit truncated, and each character would start out with a randomly-generated skill pyramid of variable size (customizable by the players in order to make it fit their generated occupation better than it otherwise might). Each character would get just three Aspects, starting with their occupation and personality type, with an open slot for players to define whenever they feel like. There'd be no Stunts at all, so some Stunt effects would just be folded into skills (medicine and tracking come to mind).

Characters wouldn't have Fate Points, but the players would. They'd get a refresh rate of three each. They'd be encouraged to self-compel to pick up Fate Points whenever they can, so saying out of the blue "This guy's an alcoholic, so when he's called to go on this run, he shows up drunk." is a totally legitimate move. What's more, if you voluntarily take a Consequence while attempting an action ("How about this guy twists his angle while climbing through the rubble looking for salvage?"), that'll get you a Fate Point to spend immediately on that same action. Finally, when one of the players' survivor community dies, all players get a Fate Point each.

If you're getting the idea that all of this would encourage the players to play the survivors as a bunch of expendable extras who have lots of problems and get hurt a lot, you're catching on.

Now, since the community itself it the real focus of the game, I'm thinking it might have stats of its own. Not too certain on this one yet. I really love Rob Donoghue's organization rules, but I don't think they're exactly right for this job. A very small post-apocalyptic community should probably be represented much more simply, after all. I'd just need players to roll for stuff like whether or not the barricades are manned properly, or how many people they can muster for a scavenging run. And I'd like to track resources like food, medical supplies, and technical materials, too. Not sure if those should be skills or stress tracks, really.

Another thing I want to try would be something like long-term D&D-style skill challenges to handle big community-improvement projects. The players could assign characters to a jobs, and then make daily skill rolls for them, marking off their successes along some kind of progress track. This could be used for stuff like getting the elevators running, teaching all the able-bodied adults how to shoot, building a bridge out to a neighboring building, researching the causes of the zombie outbreak, searching the city for a specific kind of item, or even establishing a system of government.

I think another big element of this game would be random generation. I'm already dedicated to randomly-generated PCs, so why not randomly-generated zombie encounters, community problems, and scavenge hauls? Maybe. Maybe.

So, anyway, the whole thing is a big, sprawling, unwieldy idea that I'll probably never get to use. But I really love it.

Saturday, October 4, 2008

Campaign setting/plot generation gimmick

I'm messing around with a simple little idea over the weekend. I was talking to Brian a little while ago about maybe trying out Dungeons & Dragons 4e, and I've recently been thinking about how Mutants & Masterminds could be used to run a fantasy game, so I've generally had fantasy campaign settings on the brain.

So, just for the hell of it, I've been writing various fragmentary campaign setting/plot elements on bits of paper, scattering them randomly on the table, and then arranging bits that seem to work together into rough relationship maps. It works beautifully. I definitely want more setting elements to play with, though. Maybe ones written by other people. The concepts I put together are familiar to me, since they're made up of components that have been rolling around in my head for a while, now. I've gotta try this game with other people, some time. That sounds like a hell of a lot of fun.

Saturday, September 13, 2008

Dark, part 2

Dark
So, like I mentioned before, I'd like to try and hack Mutants & Masterminds to run a Doom/Quake-themed survival horror RPG. Maybe I'll call the resulting system "Mutant". Dunno.

Anyway, since a big part of beating a four-color superhero RPG into such an unaccustomed shape as this would be just removing material, there's actually good reason not to have the M&M core book on the table at all during play. So this abomination is free to be its own creature, allowing me to make some changes that are more for taste than to fit the specific themes of Dark. The first thing I'd start with would be a minor change to the standard, D&D-inherited ability scores. I'll rename Dexterity and Constitution to Agility and Endurance, and reorganize Wisdom and Charisma into Perception and Willpower. Perception obviously takes over all sensory abilities, but also Initiative checks, while Willpower handles both mental stability and focus, and social abilities.

Oh, and I'd ditch the ability scores and use modifiers alone (True 20-style). That should just be standard practice.

I'll also get rid of a few skills, introduce a few others from the Mastermind's Manual or elsewhere, and reshuffle some ability score dependencies as seems logical. The result (at the moment) is this:

Strength
Climb
Jump (separated from Acrobatics)
Swim

Agility
Acrobatics (loses its jump function)
Drive
Escape Artist
Pilot
Sleight of Hand
Stealth

Endurance
Stamina (similar to D&D 4e's Endurance skill)

Intelligence
Chemistry (effectively Craft: Chemicals and Knowledge: Chemistry)
Computers
Demolition (from Mastermind's Manual)
Disable Device
Gunsmithing (effectively Craft: Guns)
Investigate
Knowledge (might divide this into a few specic skills, like Biology, Tactics, etc.)
Medicine
Repair (from Mastermind's Manual)
Trapmaking (effectively Craft: Traps)
(Might be a lot of other Craft skills I could adapt...)

Perception
Initiative
Search
Sense Motive
Track (the tracking function from Survival, which otherwise doesn't have much use in this game)

Willpower
Bluff
Concentration
Diplomacy
Intimidate

I've added a few skills here, but I've subtracted a lot more. Since this version of M&M is intended to run a very specific kind of game, things like Disguise and Ride just didn't seem useful. A PC who plays the harmonica can just be admitted as a good harmonica player, with no need for a Perform skill.

The other big area I'm changing is saving throws: They can go turn into D&D 4e-style "defenses" quite nicely. I'd also add a passive Perception-based defense--also quite 4e-style--called Alertness. This replaces the Notice skill completely. So we'd have the following defenses:

Reflexes = 10 + Agility + bonus (costs 1 power point per +1)
Fortitude = 10 + Endurance + bonus (costs 1 power point per +1)
Alertness = 10 + Perception + bonus (costs 1 power point per +1)
Resolve = 10 + Willpower + bonus (costs 1 power point per +1)
Toughness = 5 + Endurance (These ain't superhuman characters, so they can't increase their Toughness with experience. They have to find some armor.)

(Thinking on my feet, here: What if I moved Toughness over to Strength--since it represents sheer beefiness more than Endurance does, and melee damage bonuses don't count much in a gun-focused game--and then made a lie-detecting Insight defense based on Intelligence, replacing the Sense Motive skill? One defense for each ability appeals to my sense of symmetry . . . although I don't believe that kind of symmetry is a worthwhile goal in game design. Might go with it, though.)

Now people get to make damage rolls! Damage rolls are fun. And instead of comparing a Toughness save result to a damage DC and then calculating the difference to determine the result, every character can have a series of clear and simple damage thresholds right there on the sheet. So if a character's Toughness is 7, it'll say right there on the sheet that a damage roll of less than 7 has no effect, a roll of 7 to 11 produces an injury, 12 to 16 injures and also stuns, 17 to 21 stuns, staggers, and disables, 22-26 leaves the character unconscious and dying, and 27 or more kills the character outright . . . and messily (because a game like this obviously needs a "gibbed" result).

I'm not even going to address non-lethal damage, here, as there isn't really a place for such a thing in this variant.

I'm also thinking about removing the possibility of a "no effect" result (since any successful attack roll ought to hurt the target at least a little), but I'm not sure of the balance implications there. Obviously, this game should be grittier than standard Mutants & Masterminds, but I don't want to go too far.

Anyway, just to keep the damage threshold on each character sheet simple and static, modifiers from a target's injuries and armor would be applied to the attacker's the damage roll instead of the target's toughness score. So when an attack roll succeeds, the attacker rolls damage, adds the target's injuries and subtracts the target's armor value, then compares the result to the damage threshold track on the target's character sheet. I think this would result in faster combat, but I'd have to try it to be sure. One thing I'd like to do to speed things up is keep track of injuries with tokens (poker chips or similar), to that damage bonuses against injured targets can be tracked without resorting to pencil and paper.

I'd also treat Attack and Defense bonuses (maybe I need a different name for Defense, since I turned the Saving Throws into passive "defenses"...) a little bit differently. It's the easiest thing in the world to split Attack into Melee Attack and Ranged Attack. I think, though, that I'd actually have characters pay 2 power points for each point of Ranged bonus, and only 1 for each point of Melee, since ranged weapons will be significantly powerful and plentiful than melee ones. Meanwhile, I can take Defense and the Dodge Focus feat and reverse engineer them into Active Defense and Reflexive Defense: The former costs 1 point per point and is lost when the character is surprised or flat-footed, while the latter costs 2 points per point, can't exceed half of the Active Defense bonus, and works as long as the character can move freely. Strange as it sounds, the costs work out the same as standard M&M Defense and Dodge Focus.

One last thing: I believe I'd use 2d10 for the standard die roll in this system, rather than 1d20. I think a probability curve that's actually curved--and thus produces slightly more predictable successes and failures--would fit gritty, cautious, strategic gameplay a lot better than the flat probability curve of a d20 roll.

Okay, that's way more than enough for now. I'll probably have more to say later, though. I've been thinking about it enough.

Friday, September 12, 2008

Dark, part 1

So a few days ago I found myself reading a thread on RPG.net about CthulhuTech when the Quake soundtrack came up in rotation on my MP3 player. It was then that I knew I had to figure out a way to run a sci-fi survival horror / bughunt RPG incorporating themes from both Lovecraft's Cthulhu mythos and id Software's Quake and Doom games (as well as other first-person shooters). I don't ever expect to actually run such a game, but I love theorizing about this kind of thing.

After much dithering, I'm currently calling it "Dark", largely because first-person shooters of that era tended to have monosyllabic names that didn't really have much to do with their actual content.
Dark
The way I'd set it all up, the player characters would be a small mercenary team in a vaguely-defined future that could be anywhere from Blade Runner to Dune. While it's a big detour from the source material, I think it's important that the characters not be a legitimate military force, since roleplaying proper military discipline and command structure sounds like more hassle than fun, and it gives them a reason for all their equipment and tactics to be individualistic and sub-optimal. If one PC arrives with a flamethrower, it's not because the mission brief said there's a specific need for that weapon here, it's just because he's the dude who likes to use a flamethrower.

Anyway, the PCs' employers would naturally be the weapons R&D branch of some giant megacorporation (not unlike Doom's UAC) who have hired them to quietly take care of some monstrous fuckup in one of their research facilities. The weapons research angle is important because--in accordance with both first-person shooter and survival horror tropes--the characters must have the opportunity to pick up bigger and better guns in the field than the ones they came in with. The employers' monster-ridden facility naturally has to be a source of both mundane and highly experimental weapons and armor.
It also has to be so remote as to be virtually inaccessible. It might be deep underground, underwater, in space, or in another dimension, but for one reason or another, no reinforcements are immediately available, and whatever monsters the corporation has released are (temporarily) contained. The PCs would have only one obvious means of escaping the facility after completing their mission, and that would be whatever conveyance brought them there. For drama's sake, of course, they might lose that option and then have to find another one.

The setting idea I'm really liking, at the moment, would be some space station or or ship that has fallen halfway into another plane of existence through some tear in reality that may or may not have been a naturally-occurring phenomenon. The different physical laws of the other universe--and their applications in weapons development, of course--were the primary subject of the facility's research, but Something Went Wrong, and now the whole thing is sinking inexorably into a dimension inimical to human life.

It also might be fun to have the bulk of the facility be made up of modular cubical sections which have perhaps been rearranged somewhat randomly by a confused or maddened central computer. I dig the idea of actually rolling on a few tables to determine what's behind the next door. (Seriously, in a lot of ways, Rogue was the first survival horror game, largely due to its randomness: You could never count on the game's levels to be even remotely fair to you and your dwindling hit points.)

I'm not too sure exactly what kind of swarming, shootable monsters infest the facility, yet. Certainly, a major component of the hordes must be mutated / possessed / infested / mind-controlled humans; the "former human" is an important genre cornerstone. They're a great source of weapons and ammo, and just about everything in the players' arsenal works on them. Beyond gun-wielding zombies, though? I'd like to Quake's fleshy, quasi-Lovecraftian route, but I've got no final ideas about just what the monsters should be like or where they should come from. Maybe I'll draw on CthulhuTech a bit.

There are a few different possible objectives for the PCs' mission. They could be sent in to the facility of its infestation or simply plant a nuke and leave. They might also have to retrieve data or valuable prototypes, or even specimins of the monsters themselves. And I think I'd actually break with genre conventions and make it a rescue mission, we well: For a change, there'd actually be some non-monsterized survivors to save. These NPCs could also provide aid to the PCs, and both exposition and roleplaying opportunities to the players. Not to mention the fun moral issues they might introduce: Do we save the prototype, or the wounded researcher who might be harboring an interdimensional plague? Should we set the self-destruct timer and get out of here, even though we haven't checked every part of the facility for survivors? Are the guys who shot at us possessed by alien parasites, or just scared?

So, what system would I use for all this? As far as I'm aware, there is no perfect fit for something like this. There are cases to be made for GURPS, d20 Modern, and 3:16 - Carnage Amongst the Stars, and of course I really should consider CthulhuTech's own Framewerk system, but--if only for the purposes of this academic exercise--I want to try hacking my old favorite, Mutants & Masterminds, for the job.

On the face of things, M&M is a terrible fit: Its default power levels are high, most of its crunch is devoted to superhero powers, equipment is regarded as part of a character, ammunition--on the rare occasions that guns are addressed--is assumed to be infinite, etc. I'd get around all of this, though, by just using M&M as a construction kit to develop a much slimmer, simplified player's document, which would largely feature modified lists of skills and feats, and a big equipment section. And, because not all players have my burning love for point-based character generation, I'd offer mix-and-match ability, skill, and equipment packages. Equipment--as is appropriate to the survival horror tone--would be expended, destroyed, and replaced with fresh loot constantly (with no regard to M&M character point totals whatsoever), so each piece of gear would have its own card, including both stats and ammo boxes to check off (and maybe an illustration stolen from a computer game).

I've been doing a lot of thinking on what this hybrid mutant system would look like (oh, man, that is a perfect names for it: "Mutant"), but I'll save the big crunch dump for another post.

Monday, August 25, 2008

Something Secret Steers Us

Right, so I've finally got time to type up the ideas I was talking about in my last post. For an appropriate--if obvious--soundtrack to this blog entry, click here.
Something Secret Steers Us
Something secret steers us. It calls us up in a dead, distorted monotone; it leaves us email that comes from no address; it whispers in the hiss of static and stray radio broadcasts on our headphones; it hides messages in the system code of our computers; it strobes words and images in the snow of old television screens. We can't understand much of what it says, but we know it wants something. Wants a lot of things. Sometimes it gives us names, sometimes strings of numbers we've managed to decode into dates and times. Sometimes it turns out that those people later do terrible things, and sometimes things--terrible or just strange--happen on those dates.

And sometimes--a lot of the time, really--it shows us how to build things. Most of us wouldn't know where to begin following its instructions, and a lot of us are afraid to try. But some of us have done it. One made something like an antenna that caused patterns and shapes to appear in dust and cigarette smoke. One modified a monitor so that it displayed strange diagrams, demonstrating more things we could build. One mixed up some kind of drug that turns the human body into a receiver for yet more messages. Bit by bit, it speaks to us louder and clearer, if we're willing to help it do so.

We're learning from it, even as it learns from us. Building new things. Some don't seem to do anything yet, but others are letting us fly. Walk through walls. See the other side of the earth. Talk to machines. Burn things by pointing at them. Some are changing us on the inside, letting it talk in our heads and rewrite our bodies' operating systems.

But we still don't know what it is.

For almost all of us, it started on the Internet. There were unexplained service outages in the beginning, even some rolling brown-outs. All over the world. And after that, weird glitches kept showing up. Only those of us who spent a lot of time online really saw much of it, and only those with a little knowhow could really recognize just how weird--even inexplicable!--these things really were. Meaningless images that somehow displayed at a higher resolution than desktop settings allowed. Echoing audio phenomena in the absence of any microphone. Destructive bugs that seemed to communicate from one site on to others that it merely linked to.

So some of us looked into it. Anonymously, on fast-turnover, auto-wiping boards, as was our habit. We found new traces, and posted them up for anyone who was looking at the time. Uncountable nobodies, sharing secrets no one else even knew to look for. And I think, as we did that, we started to attract its attention.

We've got a lot of theories, fueled by its own cryptic images and shreds of circumstantial evidence and a great deal of fevered imagination. Most of us think it's some kind of living or sapient computer program or energy pattern, beamed through space and caught by our communications satellites. Who knows from where or why. Maybe it's some deliberate attempt to contacting or invade Earth, or maybe it's just the result of some galactic-scale malfunction. I heard one theory that it's a naturally-evolved information entity born from some titanic alien internet, and the reason it's having so much difficulty expressing itself it just that it can't function properly in our limited and unfamiliar technology. Another idea, though, says that it's actually our Internet, gradually gaining self-awareness and beginning to stretch its limbs.

Some of us think that, whatever it is, it isn't alone inside our networks. The names and dates it gives us, the incidents they point to . . . they look like the work of the very technologies it's teaching us to build. But I think it wants us to kill those people before they use it. And we might not have a choice. Because I think, maybe, something else is telling those people to come after us.

Something secret steers us. And I think it's sending us to war.

Thursday, August 21, 2008

Strange alchemies of ideas

I listen to a lot of soundtrack music, and some of my favorite stuff is from the various Half-Life games and expansions. Mostly created by Valve's own Kelly Bailey, it's some of the best music ever composed for a game. Really atmospheric work.

And, lately, I'd had the title of one of these tracks stuck in my head. Not the piece itself, but merely the title: "Something Secret Steers Us". It's just evocative as all hell, especially when paired with the music from all these Half-Life soundtracks. And, naturally, it's had me thinking about campaign settings.

At first, I just wanted something that would literally express that title. The idea was that the player characters would have some unseen--perhaps immaterial--allies or guiding force that would give them low-level superhuman abilities . . . as well as instructions as to what they should be used for. Voices in their head urging them to use their new power to walk through walls or turn invisible in some secret, bloody war . . . against other unseen forces, which also act through human intermediaries. Maybe these factionalized manipulators would be aliens, or sapient computer programs, or electrical ghosts, or higher-dimensional intelligences. The whole concept was just a vague scattering of theme, tone, and imagery. (And, of course, soundtrack.)

But today, somebody posted something on RPG.net that just clicked. It was an idea about a setting where energy-based aliens are invading our world via the Internet. And, before I evenreally thought about it, I posted this reply about Anonymous and the /b/tards getting ahold of alien technologies before the rest of the world even knows something weird is happening.

Then I realized how these two ideas fit together.

More about this later.

Saturday, July 12, 2008

Planet of War

My last post was about a setting inspired by William S. Burroughs. Today, I've got a setting inspired by Edgar Rice Burroughs. This is purely coincidence.

Planet of War

The gimmick here is a pulpy, sword-and-planet version of Mars, amped up to God of War or 300 levels of crazy, over-the-top violence. Major trappings would be taken from the various occult correspondences new agey types associate with the planet: war, iron, blood, fire, strength, wrath, vengeance, competition, that kind of thing. I'd also make shameless use of the usual pulp Mars tropes: It's an ancient, fallen world, a desert dotted by the ruins of more noble and advanced civilizations.

  • hot, arid environment, warmed more by underground fires than the sun
  • dry canals, ruins, fossilized vegetation, the dust of dead seas
  • subterranean water reservoirs
  • civilization generally in its iron age
  • planet, conveniently, is loaded with iron
  • lots of other fun, weird, powerful fantasy McGuffin materials, both naturally occurring and created through alchemy (not above Herculoids-style "energy rocks", here)
  • primitive guns, along the lines of carryable cannons
  • crazy alchemical weapons, like swords that burn when exposed to the air, and hammers that generate a jolt of electricity on impact
  • low gravity, so jumping really far is a major element of locomotion, and very crazy architecture is possible
  • lots of huge, dangerous fauna (possibly unnatural), including beasts bred and armored (and alchemically mutated?) for battle
  • warring empires, rival clans, blood debts, ancient enmities

Naturally, a Burroughs-style take on Mars necessitates multiple races of Martians. And, of course, that's also the kind of thing that's a lot of fun in RPGs. It seems a little unlikely for a whole mess of sapient species to emerge independently, though, so I'm gonna say my Martians are all technically one species divided into several wildly divergent bloodlines, possibly through some millennia-long eugenics program in the planet's forgotten past.

Iron Tribe
  • sense and generate magnetic fields (powerfully enough, in many cases, to deflect sword blows)
  • consume raw metal ores and refine them in their bodies
  • hairless, dark gray skin, made shiny and tough by iron content
  • can encode and read information in the magnetic fields of small bits of ferrous metal
  • more vulnerable to non-ferrous weapons (and, for the same reason, often carry at least one non-ferrous weapon for use against their own kind)
  • tend to wear armor made of brass, as it doesn't interfere with their magnetic capabilities
  • known for aloof and superior demeanor when dealing with other tribes, consider personal honor paramount
  • currently a powerful force on Mars, and sometimes claimed to be the tribe that dominated the planet's lost Golden Age

Stone Tribe
  • large, powerfully built
  • tough skin, which thickens to plate-like carapace on back, shoulders, other areas
  • yellow-orange-brown coloration, tusks, blunt features, stiff manes of hair
  • great craftsmen of sturdy, solid stone and metal constructions, such as buildings and simpler weapons, also known as sculptors
  • highly traditional, formalized culture, where uncontrolled emotion is looked down on
  • little political ambition; willing to work as soldiers or craftsmen for other groups without any qualms
  • great respect for scholarship and history
  • hold particularly stable territories, where they are responsible for much of the world's agriculture

Sand Tribe
  • like smaller cousins to the Stone Tribe
  • tough skin, but no carapace, agile rather than powerful
  • pink-red-brown range of coloration, no tusks, short tails
  • incredibly sharp senses, and able to absorb and process a massive amount of detailed information at once, good memory
  • traditionally nomadic, living in caravans that chase good weather and good hunting, with some permanent encampments in reclaimed ruins
  • adaptable, pragmatic, fall easily into any cultural niche, but rarely found in any position of power over other tribes
  • known as ingenious scavengers, even thieves, unrestrained by personal dignity or moral compunctions
  • associate easily with other tribes, and always eager to trade
  • skilled at riding, and breeding beasts for war, convenience, or consumption

Wind Tribe
  • small, lightly-built
  • using powerful legs and tails, able to jump great distances
  • extrude temporary gliding membranes from their backs, like sheets of spider silk
  • natural skin color is a soft brown, but somewhat able to change color to match environment
  • armed with small claws, better for climbing than fighting
  • tend to wear loose, neutral-colored, abbreviated clothing, to avoid impeding gliding membranes and camouflage ability
  • traditionally live in high, difficult-to-reach areas, separate from more integrated Martian societies
  • work as messengers, spies, and assassins in integrated societies
  • paint faces and bodies as a sign of security, power, and honesty ("I don't have to be able to hide.")
  • deadly ambushers, prefer poisoned javelins hurled silently from great heights, en masse

Smoke Tribe
  • tough, deep red, somewhat scaly skin
  • resistant to heat, poison, and disease
  • decent night vision, and typically live in caves and subterranean settlements, frequently in close proximity to the fire caverns which heat the planet's surface
  • mine and refine much of Martian society's exotic alchemical materials, and are known as the planet's greatest gunsmiths
  • not especially light-sensitive, but tend to be nocturnal for the advantage their night vision gives them
  • typically wear dark, thick, concealing clothing
  • ambitious, often at odds with the Iron and Water Tribes

Water Tribe
  • fully amphibious, as effective underwater as on land
  • pale, pinkish, slick-skinned, hairless, adorned with elaborate fins and crests
  • very powerful night vision, somewhat vulnerable to direct sunlight
  • low-level magnetic sense, a much weaker version of the Iron Tribe's ability
  • almost strictly subterranean, controlling most of the Martian water supply, as well as having underground farms and access to precious gems
  • powerful force on Mars, limited by their aversion to the light and dryness of the surface, often acting through hired servants and mercenaries from other tribes
  • ancient rivalry with the Smoke Tribe, who also seek to control the deep places of Mars
  • holders of some of the Golden Age's lost secrets, particularly medical and biological sciences

The various tribes traditionally (since the end of the Golden Age, anyway) live apart, but come together in some of the few powerful, cosmopolitan cities, and in bandit nations made up of the exiled refuse of other settlements. They're capable of interbreeding, but attraction between tribes is uncommon. Also, hybrid children tend to lack either of their parents' strengths (although they do sometimes display some wholly their own).

The sort of plots I'd run a Planet of War game with would be straight out of Conan and Greek myth: clashes of civilization and savagery, the disputes of powerful families played out between nations, ancient secrets misused, settlements menaced by monsters and bandits, and so on. I'd want to do both violence and intrigue, so ideally all characters would be capable in a fight and also have a bunch of stuff they can do outside combat.

I'm not entirely sure what system I'd use. Exalted seems like it could easily be perfect, but I've never used it myself. Same story with Feng Shui. Naturally, I really dig the idea of using Spirit of the Century, and that's definitely an option. SotC is crazy-ass-stunt-friendly, it would save me the hassle of actually coming up with stats for all the different tribes, and Mike Olson's Spirit of the Sword hack would be a great resource for the sword-and-sorcery stuff. Of course, if I do feel like doing crunchy work, some flavor of D&D could work nicely. Planet of War would be a nice way to experiment with 4e, at last (although, honestly, I should probably run 4e straight before I start messing with it).

Man, I am digging this whole idea. I don't know if I'll ever end up doing anything with it, but I'll definitely add it to the pile for future reference.

Sunday, July 6, 2008

Edge City

As always, I've been thinking about campaign settings. I'm kicking around ideas for two, at the moment, but the first one isn't exactly new.

Edge City

I'd originally thought of this setting as being some kind of vague real-world-but-exaggerated bit. Some kind of William S. Burroughs supernatural elements / magical realism was part of the plan, but I didn't really know where I intended to go with it. Now I'm reading Naked Lunch, though, so I've got some new ideas.

First of all, Interzone--the otherworldly omni-city of Naked Lunch--is a blatantly, obviously awesome setting for a roleplaying game. Get a load of how Burroughs describes it.

The room seems to shake and vibrate with motion. The blood and substance of many races, Negro, Polynesian, Mountain Mongol, Desert Nomad, Polyglot Near East, Indian -- races as yet unconceived and unborn, combinations not yet realized pass through your body.

...

The Composite City where all human potentials are spread out in a vast silent market.

Minarets, palms, mountains, jungle... A sluggish river jumping with vicious fish, vast weed-grown parks where boys lie in the grass, play cryptic games, Not a locked door in the City. Anyone comes into your room at any time.

...

All houses in the City are joined. Houses of sod -- high mountain Mongols blink in smokey doorways -- houses of bamboo and teak, houses of adobe, stone and red brick, South Pacific and Maori houses, houses in trees and river boats, wood houses one hundred feet long sheltering entire tribes, houses of boxes and corrugated iron where old men sit in rotten rags cooking down canned heat, great rusty iron racks rising two hundred feet in the air from swamps and rubbish with perilous partitions built on multi-levelled platforms, and hammocks swinging over the void.

Expeditions leave for unknown places with unknown purposes. Strangers arrive on rafts of old packing crates tied together with rotten rope, they stagger in out of the jungle their eyes swollen shut from insect bites, they come down the mountain trails on cracked bleeding feet through the dusty windy outskirts of the city, where people defecate in rows along adobe walls and vultures fight over fish heads.

...

In the City Market is the Meet Cafe. Followers of obsolete, unthinkable trades doodling in Etruscan, addicts of drugs not yet synthesized, pushers of souped-up Harmaline, junk reduced to pure habit offering precarious vegetable serenity, liquids to induce Latah, Tithonian longevity serums, black marketeers of World War III, excisors of telepathic sensitivity, osteopaths of the spirit, investigators of infractions denounced by bland paranoid chess players, servers of fragmentary warrants taken down in hebephrenic shorthand charging unspeakable mutilations of the spirit, bureaucrats of spectral departments, officials of unconstituted police states, a Lesbian dwarf who has perfected operation Bangutot, the lung erection that strangles a sleeping enemy, sellers of orgone tanks and relaxing machines, brokers of exquisite dreams and memories tested on the sensitized cells of junk sickness and bartered for raw materials of the will, doctors skilled in the treatment of diseases dormant in the black dust of ruined cities, gathering virulence in the white blood of eyeless worms feeling slowly to the surface and the human host, maladies of the ocean floor and the stratosphere, maladies of the laboratory and atomic war.... A place where the unknown past and the emergent future meet in a vibrating soundless hum... Larval entities waiting for a Live One...

I could definitely work with this. Or something like this. The idea of a city outside the normal world--one which is the apotheosis of all cities, where all things and all peoples can be found--sounds extremely fun and game-friendly.

First of all, it's about time I actually defined Edge City itself. It wouldn't be my Interzone ripoff, but instead a relatively normal city on Earth. Specifically, it'd be something like a little New York located on the American West Coast, a jumped-up suburb near L.A., reborn in the 1950s after a vast crack opened up in the earth, swallowing up a quarter of the town and cutting the rest off from easy access. The remains of the settlement--popularly renamed "Edge City"--went a little weird after that, developing an odd, insular culture of its own through its partial isolation . . . and constant exposure to the influence of that great rift in the Earth.

The earthquake, of course, wasn't wholly geological in nature. It was largely the result of an intermittent dimensional weak spot which opened up at a fault line at exactly the wrong time, dumping thousands of tons of bedrock and several square miles of American city into a ragged, spacially-convoluted continuum between worlds. Haven't got a good name for it, really, so I'm just calling it "the Between" at the moment. I'm picturing it as an endless, cluttered gulf of psychedelic sky, with a breathable atmosphere and something of a do-it-yourself gravity situation.

The indigenous life of the Between tends to look like abyssal and prehistoric sea life, often with strong tendencies towards infectious, parasitic, mutational, and addictive qualities (all very Burroughs, of course). In some places, it mirrors Earth life forms in ways that suggest the Between doesn't follow the familiar processes of evolution or inheritance.

Different regions of the Between are "closer" to different worlds, so stuff that falls through from Earth tends to end up in the same general area. And this is where the Interzone shtick comes in. People from (and pieces of) Earth have been finding their way to the Between one way or another throughout all of history, and they've come together as a sort of composite city, a drifting cluster of broken landmass, linked by ropes and chains and iron rods, all encrusted by architecture in every conceivable style, some it it reclaimed from terrestrial wreckage, and some of newly built in the Between out of alien materials. I'm not sure what to call this city--Croatoan? Limbo? Gateway? The Tatters?--but I do know that getting a chunk of (what later became) Edge City added to its bulk half a century ago had a significant impact on its culture. Along with that slice of 1950s urban/sub-urban landscape, it also got a number of armed and experienced 1950s gangsters. They became a powerful new political faction in the Between, and introduced a new kind of drive and organization to its inhabitants.

The old mob from the '50s has since fragmented and mutated, inevitably being changed by the Between as much as they changed the Tatters (or whatever). Now there are Maoris and Germans and weird, semi-translucent fish-things all wearing pinstripe suits and fedoras, wielding tommyguns and smuggling goods from a hundred different worlds. Some of the old guys are still alive, sustained by alien drugs, but they're looking less human than the fish-things, these days.

And they don't just confine their operations to the Between. It's actually easier to get back to Earth than it is to get to other free-floating islands. So various types of shady individuals from the Tatters tend to come through to Edge City--via the Crack, of course--from time to time, creating in a cross-dimensional black market in alien drugs and weapons, and some very, very strange pornography.

...So the angle I want to work in Edge City itself comes from some of the elements of Jack Kirby's Intergang, along with some episodes of Angel, and Torchwood. Oh, and Unknown Armies, of course. Basically, the whole otherworldly underworld bit, where there's this large, weird, hidden subculture fighting amongst themselves for power and profit, all without the world at large ever knowing.

One complicating element might be the fact that matter from the Between isn't quite the same as matter from proper dimensions. In places like Earth's universe, it just doesn't last. So humans who've lived in the Between for a while, subsisting on food made out of local matter, tend to have trouble if they return to Earth for too long. Those born in the Between have it even rougher. And native life forms, of course, have the most trouble outside of the Between, having a tendency to simply dissolve within hours or days if they can't consume and metabolize a great deal of local matter very quickly.

Just how one gets to the Between and back is something I'd have to figure out, of course. The Crack at Edge City started off as a minor contact point which became much more significant when the earthquake dumped a huge amount of mass through it. I like the idea of heavy or prolonged usage making gateways more reliable, and also frequent passage making crossing over easier for a given individual. Maybe if you've been across often enough, you don't even need to find an existing gateway, but instead can just push through by yourself. Also, maybe consuming food (or, of course, drugs) from the Between makes it possible to find or make gateways, or to see otherwise-invisible alien artifacts. There's a bit in Naked Lunch about "Black Meat, flesh of the giant aquatic black centipede", traffickers in which "exhibit paralyzed crustaceans in camouflage pockets of the Plaza visible only to the Meat Eaters". For Burroughs, it's obviously a big junky subculture metaphor, but I really love it as a sci-fi concept.

Okay, this post is already too long, and I haven't even gotten around to discussing the other idea I've been toying with. I'll try and post about that soon.

Sunday, May 25, 2008

Alien invasions for superhero RPGs

Dude called Praetorian over on RPG.net started a thread asking for ideas on what kind of alien invasion to throw at his players in their superhero campaign, and I posted a couple of replies that were so excessive I figured I might as well reuse them here.

Longpost is loooooooong.


Reasons for the invasion

Colonization - Pretty straight forward: The aliens want some lebensraum, and they don't mind taking it from somebody else.

Conquest - This is distinct from colonization in that the aliens definitely want to keep the humans around. Hell, maybe they don't even plan on moving to Earth themselves. They just want to rule us, using humanity for slave labor, or establishing an economic hegemony over us, or maybe they just want to be worshipped.

Slavery - Similar to conquest, except they only want the people, not the planet.

Resources - They've run out of (or just want more of) something they need and we've got, like water or air or some such. They don't really need to conquer the Earth, necessarily, just take a devastating quantity of the good stuff and go.

Food - Okay, this technically falls under "resources", but I'd say that if the aliens came to Earth to eat us--especially if they're only interested in humans, not all the other tasty creatures we've got here--it results in a pretty different scenario. Especially if, instead of just grabbing a few thousand people and running, they want to actually take over and run the Earth like a cattle ranch.

The McGuffin - They want something from us, but it's not a question of basic need. Maybe it's some powerful or sacred artifact that they have to ransack the earth to find, or maybe they're seeking the source of our superheroes' powers.

Just plain theft - The aliens want our stuff. They want to steal our luxury goods for sale on the intergalactic black market, or they want two of every creature on Earth for their zoo, or their emperor is fascinated by our artwork. Hell, maybe they're obsessive collectors with interest in some weird, specific thing, like cars or guns. Maybe they want all our information, so they're stealing books and servers.

War for war's sake - Maybe it's only the fight itself that they're after. Maybe the aliens have some cultural inclination (or religious duty) to go out and beat up on other civilizations. Hell, maybe they even had to sit back and watch humanity become more advanced for a few thousand years before we became worth fighting. In fact, maybe they've quietly helped our development in preparation for the big event, both by sneaking us new technology and by provoking wars.

Sport - The aforementioned Predator option. I'd say this is distinct from war for war's sake in that it's a more individual kind of thrillkilling, rather than a civilization vs. civilization thing. Maybe it's some kind of religious or cultural rite, or maybe it's literally a sport, possibly even televised back on the homeworld. Maybe there are even competing teams, each trying to rack up more kills than the other, or maybe one team is even tasked with defending the humans. Hell, maybe it's not even about killing people, but they just fuck up our shit in the course of their volcano-surfing contest or whatever.

Extreme xenophobia - Due to some very bizarre and horrible religious or philosophical dogma, the aliens cannot allow other intelligent life to exist. Anywhere. They started firing up the war rockets the moment they caught our early radio transmissions.

Fear - Like xenophobia, but a little bit less irrational: They want to exterminate (or cripple) humanity because they're afraid we are or will eventually become a threat to their own race. This might be because we're warlike and almost advanced enough to come and invade their world, or maybe our capacity to produce superhumans makes us potentially far more powerful than them, or maybe we're just some kind of cultural threat: They don't like the ideas their own citizens are getting from viewing our television signals.

Altruism - The aliens are here to take over for our own good! It's just the green man's burden to conquer and civilize less advanced species! They'll rule us and exploit us, sure, but they'll end all war and sickness, too! And isn't their culture just better than ours? We're only resisting because we don't know what's good for us!


Invasion shticks

Shapeshifting - Maybe they use it to disguise themselves, Skrull-style, or maybe they just use it to kick ass, regenerate, and adapt to whatever the heroes throw at them.

Telepathy - A pretty standard trope just to let aliens communicate with people. Of course, at higher levels of power, you start to get mind reading, mind control, subtle mental suggestions, illusions, etc. Hell, if they've got enough range, maybe the aliens don't even need to invade physically!

Mind control - This deserves its own section, as it's not necessarily dependent upon telepathy. Maybe the aliens' whole invasion plan involves the construction of some vastly powerful mind control device, or putting drugs in our water and subliminal messages on TV, or kidnapping important people and implanting stuff in their heads. They might end up doing all their real work through human puppets. The heroes could probably go a long time before they even find out what the aliens look like, which can certainly be awesome. Also, you could all Plan Nine from Outer Space and have the aliens control dead people. Or, a bit stranger, it might only work on animals.

Possession - Similar to mind control, of course, but I'd categorize this as a more personal kind of domination: one alien possessor to one human victim. Maybe the aliens are biological creatures that physically enter or attach to their victims (à la Heinlein's puppet masters or the aliens from the War of the Worlds TV series),

Robots - Maybe the aliens are just self-directing, self-replicating machines. They could conceivably come in any number of purpose-designed forms, and destroying one physical unit might not harm the consciousness that's using it. Hell, all of the robots might have just one consciousness. Also, they might build bodies that can pass as human.

Tiny aliens - It might seem like a weird bit, but with enough craftiness and technology, tiny aliens could be a frightening threat. They might be be very difficult to spot or hit, certainly. Also, they could ride around in big, human-looking robots.

Titanic aliens - This could mean something like Cthulhu, the Celestials, or just the Zentradi. You wouldn't need all that many of them in order to make a perfectly viable invasion.

Alien superheroes - Like the (kind of hilarious) Shi'ar Imperial Guard, it makes sense that the aliens would have their own super-powered beings. Maybe they're the whole invasion force, or maybe they're just there to keep the heroes busy while the alien military does its work.

Divide and conquer - Nothing weakens your enemy more than getting them to fight amongst themselves. You could set up the whole invasion situation with some strife between terrestrial nations or super-powered factions that later on turns out to be orchestrated by the invaders.

Divide and conquer 2 - On the other hand, the aliens might openly court some human faction in a "When we take over, we'll put you in charge of this place" kind of deal.

Energy-based aliens - They might spiritual or psychic entities, ill-defined "cosmic energy" beings, sentient computer programs, or self-propagating patterns of electromagnetic energy. In all cases, of course, the obvious question will be "How in the hell do we kill something like this?"

Fluid aliens - Liquid-, gas-, or plasma-based creatures might have some of the immunities to attack that energy-based creatures would, but would at least be solid matter. Maybe they're shapeless masses that can only be destroyed by powerful energy attacks, or maybe they'd be semi-structures blobs that could only survive in extremely exotic environments.

Mineral-based aliens - That's right: ROCK MONSTERS. Not only would they naturally be insanely strong and resilient, but they could have weird, crystal-based technology.

Hive mind - A classic bit, of course: The aliens are all just parts of a single entity, all linked by telepathy or radio waves or whatever. They might seem insanely brave, as each one is just another body, easily sacrificed for the greater entity's goals. They might be able to incorporate human--and superhuman--bodies into their whole. They might, in fact, have no real unity of species, instead being made up of many different planets' dominated creatures.

Castes - Slightly connected to the hive mind bit, maybe the alien species is divided into specialized, physiologically distinct castes, ant style. The Bugs from Starship Troopers are a good example of this.

Virus - The aliens might deploy some kind of biological weapon, or they might actually be a dangerous microbe. Maybe the only "aliens" the heroes get to fight are infected Earth creatures, mutated and dominated by an alien infection. Naturally, the vector of transmission becomes incredibly important, here, as does the race to create a cure or vaccine. And, if a cure is possible, is it okay to kill infected humans?

Interdimensional invasion - There's no reason the aliens need to come from another planet, right? If instead they come from another dimension, they might be utterly bizarre beings that depend upon--and even bring with them--different physical laws . . . or, on the other hand, they might be humans (or hominids, or other Earth creatures) from a slightly or drastically different historical or evolutionary timeline.

Magic - Maybe the aliens are just sufficiently advanced, or maybe their technology really is some kind of fundamentally different willpower-based reality manipulation that we might as well call real magic. Maybe their actual physical gear (clothing, weapons, etc.) looks--and is--incredibly primitive, but their "magic" makes it possible for them to get to Earth and beat up on armies and superheroes.

Biological technology - This might be an overused bit, but it's still awesome. Living space ships and weapons, aliens that come in thousands of purpose-grown forms, the harvesting and implementation of superhuman DNA . . . lots of possibilities for cool stuff, here.

Energy-based technology - Kinda like magic, sure, but the trappings would be a little bit different. I'm picturing something like the divine weapons of Hindu myth, here.

The aliens are human! - Maybe they're a separate civilization of humans who left Earth (one way or another) thousands of years ago, maybe they're from another dimension, maybe there's some goofy panspermia explanation, or maybe it's just a completely unlikely coincidence.

Politeness - Sure, they have to invade Earth for whatever reason, but they're not assholes about it. They're very sorry about having to kill people, and they're perfectly willing to talk rationally about why it's completely necessary. Maybe they've even got honestly good reasons for what they're doing, which will just make things morally complicated for the heroes.

Factionalism - Humanity isn't a unified species by any stretch of the imagination, so why should we expect other intelligent races to be monolithic, undivided cultures? Maybe the invaders are just criminals or a rogue nations, and other aliens of their species want to protect us from them. Or maybe none of them care about us, but there are groups among them that hate each other far more than they hate us. Or maybe they're nominally united and in agreement about the invasion, but there are some fractures there are the PCs could go to work on, or a more rational faction they could try to make peace with.

Cultural influence - Like Baby Cakes says, "When the aliens come, they will be so great in so many different ways that everything we ever thought was cool will then make us ashamed." If the invasion is public knowledge and drags on for a while (and especially if it's less than completely violent), some people are going to start thinking the invaders are awesome.

Terraforming - If the aliens are planning on hanging around after the invasion (and if they don't really care about what happens to the locals), they might start by changing the place to be a little bit more like home. In fact, maybe the people of Earth won't even know they're being invaded until the sun starts getting smaller and the air smells a little bit like methane.

Life support gear - If Earth isn't perfectly to their liking, it's reasonable that the aliens will be running around with some kind of support system, from simple face masks or goggles, to straight-up space suits or environment tanks. Naturally, their life-support systems are vulnerable . . . but maybe they're actually dangerous to destroy due to the immense pressure, toxic gasses, strange energies, etc. they contain.

Saturday, May 3, 2008

Gloriously awesome setting idea: Voices from Below / The Long Stairs

Right, so there's been a hell of a cool thread going on in the RPGnet forums. Benjamin "Bailywolf" Baugh (creator of the extremely interesting Monsters and Other Childish Things) started a "setting riff" thread (an RPGnet practice where one poster proposes a concept for a gameable setting and everybody contributes ideas and develops the theme) with this idea:
In 1963- post test ban- a nuclear detonation under the Nevada desert knocked a hole in reality.

The bomb was something new- and still classified- but what it did was stab through the fragile skein of normal spacetime the whole visible universe occupies, and opened a hole into something stranger.

The Fed put a door and a lock onto the hole- ninety tons of steel and titanium strong enough to bounce nukes. They kept it secret too. The place the hole opened into was just to weird for people to know about or deal with. It's variously called The Basement, Downstairs, and for those who hide behind terminology, the "Subterrestial Operational Theater".

In the late 70's, one of the young computer boffins working on the project called it "Gygaxland".

By the 90's, everyone was just calling it "The Dungeon" despite the term being officially verboten.

The name fits though. Under reality, in realms so strange they defy scientific models to explain, someone or some thing built tunnels, chambers, traps, lairs... but also filled it with wonders and treasures- including objects and devices which could quite simply, do the impossible.

Project: LONG STAIR was born.
...And it just gets more awesome from there. Lots of great, short, in-setting accounts of hardcore special ops types venturing into a mindbending subterranean hell full of unspeakable horrors and all-too-tempting prizes. It works. It absolutely works. I would absolutely play a modern military dungeon dungeon crawl game that gets into the drastically weird scientific implications of its setting, and the impact its discover has on the world above.

Of course, last thing I've got time for now is another game, but it's nice to keep stuff like this in mind for the future.

Wednesday, April 9, 2008

Tuesday Night campaign chosen!

Lost Worlds and Secret Histories

Ohhh, awesomeness. Last night, my weekly gaming crew came to the end of our latest World of Darkness arc, and decided what they want to play now that my turn in the GM's chair is coming up again. They voted, there was a tie between Lost Worlds and Secret Histories (a Spirit of the Century campaign) and Professor Bennick's Class (which I'd run with either Dungeons & Dragons or True20). A coin was flipped, and LWaSH won!

Barring catastrophe, we'll be doing the famed SotC character generation next Tuesday, and--since I'm not using the Century Club of the game's default setting--figuring out what kind of group the characters will all be part of, or else how they'll know each other and why they would work together (because I ain't doing a "you all meet by chance" kind of deal). I'm not even going to come up with a plot until I know what kinds of people the PCs are (although, naturally, I've got a pile of ideas already).

Monday, April 7, 2008

Motley: Setting details

I don't know if this is the one we'll end up playing, but I felt like fleshing out the Motley campaign setting a bit, here. Not really going into campaign plot or system stuff, though, just the setting.

Motley

The campaign concept I'm calling "Motley" has one of the weirder settings out of the big campaign idea list. The basic idea behind the whole thing is to let the my group play weird gothic horror creatures and fight other gothic horror creatures, as well as to play up the idea of the wilderness the way humanity used to see it: as a vast darkness full of dangerous things, crowding in on the fragile lights of civilization. So, of course, I went with a pseudo-Eastern-European setting with a pre-20th-century tech level.

Zerfaule
The country of Zerfaule (zair-FOWL) is a temperate, low-lying, land-locked nation of thick forests and the occasional swamp, bordered on almost all sides by mountains. Its government was, until recently, a weakly constitutional monarchy sharing power (unwillingly) with a cunning and semi-corrupt religious hierarchy. It's a largely rural nation, supported primarily by farming, along with some light hunting and logging. Technologically, most of the country is nearly medieval--with some of the more isolated farming communities still using crossbows--but its towns have gaslight and plumbing. Electric lights, crude radio telegraphy, and combustion engines are cutting-edge technologies that have only begun to develop. Zerfaule has very little trade or contact with other countries, but has had a bitter rivalry with neighboring Eisen for so long that the roots of their enmity have passed into myth.

Eisen
Zerfaule's neighbor to the north-east, Eisen (EYE-zen) is a cooler, rockier nation, with slightly more advanced technology. Its mountains are rich in metal ore, and mining is its primary industry. While it's as landlocked as Zerfaule, it managed (until recently) to trade with the wide world through its neighbor, the small, coastal nation of Olin. Its government is an oligarchy that supplanted Eisen's monarchy through popular revolution, and then promptly became nearly as closed and repressive as the system it replaced.

Religion
The primary religion of both Zerfaule and Eisen (generally referred to simply as "The Church" in both nations) venerates a pantheon of virtuous and heroic human beings who are believed to have ascended to sainthood. These saints are humanity's connection to the vague, distant angels who created the world. There are some differences between the churches of the two countries: Most notably, Zerfaule's branch is ruled by the Supreme Hierophant--considered to be the voice of the saints in the mortal world--and does not recognize the newer saints claimed by Eiesen. Other than the two churches, countless tiny, illegal cults hide in isolated rural communities, worshipping demons and other things from the wilderness.

Dr. Morgolak
The history of the entire region was changed forever when an Eisener scientist named Staum Morgolak (STOWM MOR-go-lak) obtained copied of books thought lost hundreds of years ago in the destruction of the Great Library of Katatz (ka-TATS). With these, he rediscovered the forgotten art of alchemy, and improved upon it greatly through his own genius and the modern scientific method. Among other miracles, he invented a treatment to restore a semblance of life to the dead, and found that purpose-built creatures--surgically assembled from varied components--could be given not only life, but terrifying power. Morgolak's first successful creation--named Arku (AHR-koo), after the mythical first man--so impressed the Eisen government that they immediately employed him to create alchemically-animated soldiers for use against Zerfaule.

The elixir
Morgolak's greatest achievement is a thin, dark green, foul-smelling fluid which restores a kind of life--at least activity and utility--to dead tissue which is properly saturated and electrically stimulated. Human beings reanimated by this process retain fuzzy memories of their previous lives at best, and greatly diminished sensory faculties. If the process is applied improperly or the subject isn't sufficiently fresh, mental capacity and motor control are also impacted. However, the reanimated do possess great strength and resilience, as well as a near insensitivity to pain. They do not heal normally, but are easily repaired by a trained surgeon, and it's theorized that they will never age.

Patchworks
The poster children of Morgolak's new science are a motley breed, composed of cunningly-assembled human parts with a variety of animal and inorganic components as well. A typical patchwork soldier will have two or more mortal men's weight in human skin, bone, and organs, augmented with the muscles of bears or horses, the eyes of a wolf, and some amount of internal or external metal reinforcement. Some of its organs will be wholly artificial devices, particularly filters built to mitigate the problems of a metabolism sustained by Morgolak's alchemical elixir. Additional weapons or other war-worthy components might be added to the patchwork as required, and modifications after the initial animation are entirely possible.

Dr. Harko
Eisen's patchwork army quickly made it the unquestioned dominant power in the region, able to extort goods, political concessions, and even land from Zerfaule and Olin with very little actual violence. That all changed the day Dr. Morgolak's young protégé, Lupor Harko (LOO-por HAHR-ko), defected to Zerfaule. Exactly why he did it remains a secret, but he brought with him all of Morgolak's discoveries and his own brilliant mind as well. Zerfaule began a secret and frenzied military buildup, emptying its graves and slaughterhouses and prisons for raw materials. Harko's first batch of patchworks were imperfect things, but they were the first patchworks made with real war in mind, as well as the first made to fight other patchworks.

The War of Monsters
When Zerfaule finally struck back against Eisen, the greater power was caught entirely off guard. But it was far from enough to break Eisen's stranglehold on the region, and the War of the Monsters dragged on for six years. In that time, unspeakable numbers died on both sides. Great and terrifying new technological leaps were made, both in the fields of alchemy and mundane engineering. A new kind of inhuman soldier was deployed by both sides almost simultaneously: the homunculi, living creatures created from scratch through alchemy. Towards the end of the conflict, Dr. Morgolak disappeared while travelling (and is presumed dead), and the commander of Zerfaule's forces, General Orku Gorskovoi (OR-koo GOR-sko-voi), maneuvered himself into ever greater power while the aristocracy hid in their fortified mansions.

Homunculi
The newest creatures in the world, and alchemy's greatest achievement, the homunculi are a technology that has yet to come into its own, or even truly be formalized. Eisen and Zerfaule each developed a variety of ways to produce the creatures--including such bizarre methods as simmering vats of chemicals, man-shaped molds, huge eggs buried in the earth, and skeletons constructed out of tree roots--and the incredible variety of shapes and powers these creatures can take is still being explored. Essentially, however, a homunculus is a living creature--usually humanoid in form to one degree or another--created from a complicated bath of alchemical substances and some small amount of biological material, usually human blood. They be created with various chemical and physical abilities--some of them quite bizarre--and range in appearance from unspeakably hideous to weirdly beautiful to almost perfectly human. Their main disadvantage as weapons of war in comparison to patchwork soldiers is that they know nothing at all at birth, lacking even the hazy memories that allow a newly-animated patchwork to walk and speak.

The war's end
After six years, Zerfaule extracted a conditional surrender from Eisen. Both nations are at peace largely because they can no longer wage war, and Eisen is nominally the loser because of its dangerous position between Zerfaule and Olin. Effectively, however, both Zerfaule and Eisen are a shambles: their infrastructures are shattered, a whole generation of young soldiers is devastated, alchemical poisons blight the land, bandits and would-be warlords emerge to take advantage of the chaos, and the ancient, inhuman powers of the wilderness are closing in. Zerfaule's king and church hold power only in name, while General Gorskovoi wields the only real power left in the nation, and the old guard of Eisen's oligarchy have been executed or exiled.

The wilderness
The land beyond the towns and farms of both nations is a wild, dangerous place haunted by mysterious and unfriendly beings. Dense and tangled forests, stinking black swamps, mountains of forbidding stone--all places beyond civilization's reach teem with supernatural terrors that are, at best, resentful of the upstart race of Man.
  • Vampires — Any human corpse not properly sanctified (or mutilated) and exposed to the dark influence of the wild could potentially rise as a vampire. A newborn vampire is an animalistic thing, stinking and rotting, with no fangs or special abilities, and only the vaguest memories of human existence. Drawing on these, is makes its way to civilization, attacking on the first people it finds (frequently, of course, its memories lead it to its own family) and feeding on their blood and flesh. If it survives long enough, and feeds often enough, its decay reverses, it becomes frighteningly intelligent, and it gradually gains in supernatural power. Vampires burn in sunlight, but slowly. The quickest and surest way to kill one is to destroy the head or heart, or to separate the two through decapitation.

  • Werewolves — Rumored to be mortals who either sold themselves to a demon for power or were simply exposed to unhealthy amounts of moonlight out in the wilderness, werewolves do not precisely turn into wolves, but into vague approximations of the most powerful and dangerous beasts the people of the region know of. These forms naturally contain much of the wolf and the bear in them, although stranger things also show up. Bull-like horns and even vast, useless wings have been seen on some werewolves. They are strongest and wildest in direct moonlight, but otherwise are uncontrolled by the time of month or day. They are cursed creatures who can sometimes will themselves to become beasts, but almost never have any control of themselves when transformed, and inexorably go mad even in their human forms.

  • Fairies — Powerful, amoral spirits who create physical bodies for themselves from the stuff of the natural world. These bodies tend to be small as a matter of convenience, but can have any size or appearance. Fairies are capricious, immortal, genderless, self-centered, unstable, and possessed of terrifying powers of illusion and mental manipulation. They admire art, music, and fine clothing, but lack the intelligence and creativity to create anything of value for themselves, and so they steal from human beings and kidnap musicians and craftsmen. As they rely on the raw stuff of nature to grow new bodies for themselves, they bitterly resist human efforts to push back the wilderness. They do not reproduce naturally, and instead steal human children to instruct in the soul-bending powers of their kind.

  • Goblins — These are simply fairies who, for whatever unfathomable reason, have been exiled from their people and cut off from the source of their powers. Without these, the are merely physical creatures. Their bodies become twisted and corrupted, still endowed with great strength and the potential for immortal existence, but no ability to restore themselves. This experience or the limited existence that follows drives the ostracized fairy even madder than it previously was. Lacking any means to avenge themselves upon their own kind, they instead tend to inflict their bottomless rage upon humanity.

  • Demons — Demons are disembodied spirits, stranger, more solitary, and generally more powerful than fairies. They aren't necessarily malevolent--they don't need anything from mortals or from the wilderness that humanity threatens--but they are certainly amoral, unpredictable, and obscure in their motives. They might harm or even aid people on a whim or out of vanity. Many seek to be worshiped, to be given sacrifices, to have shrines built in their honor. What they demand of their cults and give in return depends on their tastes and moods. They are the greatest mysteries and powers of the wilderness, the most potentially dangerous, if the least actively threatening.