Arc Dream Publishing has an excellent article on creating adventures for Better Angels. It seems to draw heavily on the same sort of ideas that I discovered running my first session of the game last Friday. It's well worth the read.
Coming this weekend:
An article on the preparation for the first game that is con-ready, Lover in Little Altamira, a Call of Cthulhu adventure set in 1960's Brazil.
A review of Atomic Age Cthulhu, Chaosium's 1950's Era Scenario Collection and sourcebook.
Just one middle-aged Game Designer/Judge/GM/Referee/Keeper of the Ancient Lore who won't shut the hell up.
Thursday, May 16, 2013
Weekend Gaming
The homegroup has a chance to playtest a scenario for Arc Dream Publishing and The Unspeakable Oath. I'm reluctant to talk more about it much beyond it's for Call of Cthulhu in the Delta Green setting.
My family loves the heck out of Delta Green, so I'm looking forward to running this one.
I will also post about the status of prep for the con games later this year.
My family loves the heck out of Delta Green, so I'm looking forward to running this one.
I will also post about the status of prep for the con games later this year.
Tuesday, May 14, 2013
Previews of Coming Distractions
Yep, it's time I gave that blogging thing a try again.
Accordingly, expect a few posts on con game prep.
I'm running five scenarios in two days at MaricopaCon in August.
I'll be detailing progress on them in the next few posts. Stay tuned.
Accordingly, expect a few posts on con game prep.
I'm running five scenarios in two days at MaricopaCon in August.
I'll be detailing progress on them in the next few posts. Stay tuned.
Better Angels: A Review/After Action Report
Better Angels
by Greg Stolze
Arc Dream Publishing
176 pages
PDF available via RPGNow
Full Color Hardcover available soon through Arc Dream's online store.
Warning: The following anecdote will likely offend tree-hugging liberals, and fans of former Vice President Dick Cheney (I'm sure there's at least one or two, right?). In other words, though my own views are left of center, in this case, I'm an equal opportunity offender. Fair and Balanced...That's Me.
There are transcendental moments in gaming. Hopefully, you know the moment when players, game master, story, and the fickle fingers of fate in the form of combinations of one or more polyhedrons combine to create those moments in time where you have created a truly great scene or moment, and you wish you could bottle it, or know exactly what formula was needed to create such a memorable experience.
Ironically, I've had this feeling more with Call of Cthulhu than any other system, mostly that dawning moment of realization and terror where the player realizes just how over the heads a predicament her character is in. But I've seen it in others. The OGL 3.5 Midnight campaign I ran where the players realized that everything they've encountered before has all been manipulated to bring them (and the villain) to one place and moment in time. The Star Wars Alternate Timeline campaign when I brought a player to tears with the revelation that someone had murdered Senator Amidala. The point is they're rare, they're difficult to achieve, and they're why, after 30+ years as a GM, player, and in some cases freelance writer in the hobby, that I keep coming back, keep buying books, and dice, and accessories, and all the other accoutrement of gaming.
And I was very fortunate to have one of those moments (indeed, a few of them) last Friday night.
Recently, I've been kicking into a few Kickstarters. Hebanon Games' No Security package of PDF scenarios...systemless, but most screaming for a Call of Cthulhu treatment. Chaosium's revamp, rerelease of the classic Call of Cthulhu campaign, Horror on the Orient Express, Evil Hat's FATE Core system. Onyx Path/White Wolf's newest new World of Darkness corebook, Mummy the Curse. And finally, the subject, of this return from blogging hiatus after 9 months to tell you about it, I kicked in to the Kickstarter for Better Angels.
And that's where that latest transcendental moment happened...but first, I need to tell you a bit about Better Angels.
**************************
Better Angels is a roleplaying game that is the latest work of genius by Greg Stolze, the man behind some Old World of Darkness books, as well as the excellent Unknown Armies. In recent years, Stolze has done a number of books using his excellent One Roll Engine. First developed for use in the World War II Supers game, Godlike (in conjunction with Dennis Detwiller), various iterations of the engine have been the guts of other supers games (Wild Talents and its various settings, eCollapse, Grim War, Progenitor, This Favored Land, The Kerberos Club), Sword and Board fantasy with the excellent Reign, Horror with the free for the download Nemesis, the Kids with Monsters theme so popular in Japanese anime and a certain subgenre of children's literature, Monsters and Other Childish Things, and finally, film noir, with my all-time favorite system, A Dirty World.
Better Angels began as a discussion thread on RPGNet regarding possible settings for Wild Talents (the thread can still be found). While it never became a Wild Talents setting, Stolze did take the greatly modified One Roll Engine version in A Dirty World, and adapt it to become Better Angels.
The central idea of Better Angels (and this can be found in that original RPGNet thread), is a world where Superpowers are granted by Angels and Demons, who effectively meld with an ordinary human. In return for the ability to treat the laws of physics as little more than guidelines, the human must negotiate with the angel or demon riding shotgun. More specifically, Better Angels focuses on the demons, and tries to reflect on why comic book supervillains are, well, not to put too fine a point on it, rather inept at villainy.
Borrowing heavily from an idea first tried in White Wolf's Old World of Darkness game, Wraith the Oblivion, each character in Better Angels is played by two people. Each player in Better Angels has a hand in playing two characters, his human, and the demon of the player to his right.
That's right, characters consist of the human host (who represents goodness and light), and the demon. Depending on the moral compass of the character at a given time, the demon may have more or less say in what happens in the situation, though if the human uses a demonic power (and there is no other kind available) in a scene, the demon gets let out of the cage for the rest of that scene. What this results in is a situation where the character is trying to walk a narrow tightrope between not being so evil that he gets first-class ticket on the Express Train to Hell, yet he needs to be just evil enough to keep his demon entertained so he can play with all the new, cool, superpowered toys.
In practice, this means that the human and demon halves of the character are constantly negotiating with themselves, the demon trying to entice the human with bargains for greater powers, the human trying to walk at least righteous enough a path to not board that Express Train to the Ninth Circle I mentioned a bit earlier.
*********************
And that's where the transcendental moment came on Friday night.
I had written what I figured was a one-shot scenario for the game. I won't reveal the title, or much of the plot, since some of my players may read this, but after a character generation session, I dropped the characters into the New Arcadia Museum of Art. Specifically, one of their demons had become aware of the existence of a particular artifact, an ornately crafted jewel encrusted golden statuette, supposedly of Set, at the museum's display of a touring exhibition from the Egyptian Museum of Antiquities.
The characters did not know each other at game's beginning (other than a couple of them), but had all found reasons to be there. I set the opening scene. It was a Wednesday during the school year I described a typical downtown museum on a school day in a large metropolis...school buses in the parking lot, a ton of adolescents and younger touring with their classes, grade school and middle school teachers, parent chaperones, and museum employees and tour guides all milling through the special displays...and one deluded Hellbound who had fashioned herself as a gritty hero, but who frankly was beginning to lose even the pretensions of being a hero. And then, I set them all after the artifact.
I actually have a plot written. It will have several scenes. It was supposed to finish in one night. Instead, we spent nearly four hours on one scene. And they were four of the best hours of gaming I've even enjoyed.
Before I tell of that transcendental moment though, let me introduce you to my players, and more specifically, their villain/human/demon combos:
My four players, first names only, were Jason, my wife Suz, Eric, and my youngest son Grant. Here's who they played.
Human Name (Player)/Villain Name/Demon Name (Player)
Magni Eriksson (Jason)/Magnus Minimus/Mighty Shrinky Dink (Suz)
Keila Montrose (Suz)/Skinwalker/Wixalin (Eric)
Malcolm Raines (Eric)/Bullwing/Clarence from the Nether Realm (Grant)
Jim Rainer (Grant)/The Buggerer/Dick Cheney (Jason)
I'd have to pull character sheets to give you the full scoop of what they were capable of, but each of them used one or more powers or aspects to great effect. Magnus Minimus didn't actually use powers much, though he did use Ghost Form to good effect at least once to escape the museum. Skinwalker's schtick was Ghost Form (a popular power, as it turned out). Bullwing used Animal Form and Ghost Form to great effect, though the comedy of trying to watch him fly through crowded doorways in a museum made it entertaining. Finally there was Jim Rainer, whose Dominator Strike, led to the transcendental moment I spoke about.
The "gritty hero" in this case is a character who had earned something of a reputation as "Flamethrower Faith". She'd become known as something of a vigilante, killing rapists, drug dealers, prostitutes, pimps, johns, and even torching a branch of the First National Bank of New Arcadia in the process of foiling a bank robbery. Intend on stealing the statuette, she robbed the display case, but didn't make it out of the room she stole it in before one of the villains (BullWing) stole it, only to lose it back to Faith, who then in turn lost it to The Buggerer. All this time, alarms are going off, powers are being flung around a room filled to near standing room only with grade school kids, panicky teachers, and useless museum personnel.
Fortunately for the innocent bystanders, I had my usual run of bad luck for the most part when making collateral damage rolls, and other than one museum security guard (targeted by the Buggerer to obtain a change of clothes), and a hapless liberal tree-hugger trying to escape the row in the parking lot in her Toyota Prius (the Buggerer again), nobody innocent was harmed.
The museum security guard had a particularly bad day. First robbed of his clothing by The Buggerer (Dick Cheney didn't have to put him up to this), he then was groped and beat up by Skinwalker (as part of a deal with her demon) while he was merely trying to head to the locker room to get his second uniform. I'm fairly certain that he turned in his resignation the following morning.
As for the liberal, she was doomed to death by The Buggerer. Specificaly, Dick Cheney agreed to offer The Buggerer the use of Ghost Form only if he hurt somebody. This led Jim Rainer/The Buggerer to look for a target in a parking lot to amuse Dick Cheney with. As a result, The Buggerer set his eyes on the Liberal.
She never had a name, and I feel a bit bad about that. She was just this cute, adorable looking museum employee, a tour guide I made up on the spot, and threw a couple of stats at. Late 20s. Still living at home. Still single. Still paying off her usurious student debt, and regretting having not gone back for her Ph.D. Earnest. Sweet. The kind of girl you'd take home to meet mom in a heartbeat (unless mom was Lynne Cheney, I suppose). She had the Obama/Biden 2012 bumper sticker on the car. A Coexist bumper sticker on the car. A Sierra Club bumper sticker. And the car, just to complete the cliche, was a late model blue Toyota Prius. She was already freaked out by the experience of her narrow escape, and just wanted to get home.
And then, enter the Buggerer. Egged on by Dick Cheney (waving a liberal in the face of the demon was like waving a thick porterhouse steak in front of a pair of ravenous rottweilers), The Buggerer threw his power of Dominator Strike at her. Now, I should say that Dominator Strike is a ranged attack. Energy beams, gouts of flame, sprays of ice, beams of molten lava are all Dominator Strike. Well, in this case, my son, aka Jim Rainer/The Buggerer, defined the weapon as hypersonic rubber bands dipped in lemon juice.
So if you can imagine a freaked out young woman trying to start her hybrid car, fumbling with the ignition, hands shaking, tears running down her eyes like a torrential rain, and all of a sudden her driver side window shatters in a hail of lemony rubber band fire. She gets lightly wounded by the glass and the bands. Cheney eggs the Buggerer on. The Buggerer fires another round of lemon juice rubber bands. The liberal, her fact shoulders and neck a wreck from the cut of a million citric acid-laced rubber bands, slumps forward on the steering wheel...where suddenly the airbag deploys, bruising her face further.
Realizing to his horror that he stands a good chance of just having killed the woman, Jim stops, opens the driver side door of the car, and begins to render first aid. At which point, Dick Cheney, realizing that The Buggerer still had one more use of Ghost Form left, just as Jim begins to render first aid, suddenly makes the Buggerer go immaterial again via Ghost Form, making it impossible for Jim to care for her. It was at this point that I realized that I wasn't really part of the story here. In fact, I never ran a story. I ran one scene, and enough chaos flowed from that scene to fill a gaming session. And it was the best gaming session I ever ran.
There were several times during the course of the evening, as the characters were dealing with the chaos around them, and frankly, sometimes just the consequences of their own poor choices, that I realized I had reached one of those moments where all I had to do was just introduce new elements to the chaos, and the players would thoroughly entertain themselves. It's a feeling I've had only a few times in RPGs EVER and then only for a few fleeting moments.
With Better Angels, I had that feeling for three hours last Friday. It should be noted that several of my players were lukewarm on playing the game at all. By the end of it, now that they'd learned the system, and discovered some of their errors in building their first characters, they couldn't wait to play it again.
In conclusion, Better Angels is a unique take on what is, in general, a pretty tired gaming genre (supers), at least as run by a lot of GMs. It's a brilliant idea, with brilliant mechanics, and frankly, the best game I will have purchased in 2013. Don't walk, but run, and buy it. You won't be disappointed.
by Greg Stolze
Arc Dream Publishing
176 pages
PDF available via RPGNow
Full Color Hardcover available soon through Arc Dream's online store.
Warning: The following anecdote will likely offend tree-hugging liberals, and fans of former Vice President Dick Cheney (I'm sure there's at least one or two, right?). In other words, though my own views are left of center, in this case, I'm an equal opportunity offender. Fair and Balanced...That's Me.
There are transcendental moments in gaming. Hopefully, you know the moment when players, game master, story, and the fickle fingers of fate in the form of combinations of one or more polyhedrons combine to create those moments in time where you have created a truly great scene or moment, and you wish you could bottle it, or know exactly what formula was needed to create such a memorable experience.
Ironically, I've had this feeling more with Call of Cthulhu than any other system, mostly that dawning moment of realization and terror where the player realizes just how over the heads a predicament her character is in. But I've seen it in others. The OGL 3.5 Midnight campaign I ran where the players realized that everything they've encountered before has all been manipulated to bring them (and the villain) to one place and moment in time. The Star Wars Alternate Timeline campaign when I brought a player to tears with the revelation that someone had murdered Senator Amidala. The point is they're rare, they're difficult to achieve, and they're why, after 30+ years as a GM, player, and in some cases freelance writer in the hobby, that I keep coming back, keep buying books, and dice, and accessories, and all the other accoutrement of gaming.
And I was very fortunate to have one of those moments (indeed, a few of them) last Friday night.
Recently, I've been kicking into a few Kickstarters. Hebanon Games' No Security package of PDF scenarios...systemless, but most screaming for a Call of Cthulhu treatment. Chaosium's revamp, rerelease of the classic Call of Cthulhu campaign, Horror on the Orient Express, Evil Hat's FATE Core system. Onyx Path/White Wolf's newest new World of Darkness corebook, Mummy the Curse. And finally, the subject, of this return from blogging hiatus after 9 months to tell you about it, I kicked in to the Kickstarter for Better Angels.
And that's where that latest transcendental moment happened...but first, I need to tell you a bit about Better Angels.
**************************
Better Angels is a roleplaying game that is the latest work of genius by Greg Stolze, the man behind some Old World of Darkness books, as well as the excellent Unknown Armies. In recent years, Stolze has done a number of books using his excellent One Roll Engine. First developed for use in the World War II Supers game, Godlike (in conjunction with Dennis Detwiller), various iterations of the engine have been the guts of other supers games (Wild Talents and its various settings, eCollapse, Grim War, Progenitor, This Favored Land, The Kerberos Club), Sword and Board fantasy with the excellent Reign, Horror with the free for the download Nemesis, the Kids with Monsters theme so popular in Japanese anime and a certain subgenre of children's literature, Monsters and Other Childish Things, and finally, film noir, with my all-time favorite system, A Dirty World.
Better Angels began as a discussion thread on RPGNet regarding possible settings for Wild Talents (the thread can still be found). While it never became a Wild Talents setting, Stolze did take the greatly modified One Roll Engine version in A Dirty World, and adapt it to become Better Angels.
The central idea of Better Angels (and this can be found in that original RPGNet thread), is a world where Superpowers are granted by Angels and Demons, who effectively meld with an ordinary human. In return for the ability to treat the laws of physics as little more than guidelines, the human must negotiate with the angel or demon riding shotgun. More specifically, Better Angels focuses on the demons, and tries to reflect on why comic book supervillains are, well, not to put too fine a point on it, rather inept at villainy.
Borrowing heavily from an idea first tried in White Wolf's Old World of Darkness game, Wraith the Oblivion, each character in Better Angels is played by two people. Each player in Better Angels has a hand in playing two characters, his human, and the demon of the player to his right.
That's right, characters consist of the human host (who represents goodness and light), and the demon. Depending on the moral compass of the character at a given time, the demon may have more or less say in what happens in the situation, though if the human uses a demonic power (and there is no other kind available) in a scene, the demon gets let out of the cage for the rest of that scene. What this results in is a situation where the character is trying to walk a narrow tightrope between not being so evil that he gets first-class ticket on the Express Train to Hell, yet he needs to be just evil enough to keep his demon entertained so he can play with all the new, cool, superpowered toys.
In practice, this means that the human and demon halves of the character are constantly negotiating with themselves, the demon trying to entice the human with bargains for greater powers, the human trying to walk at least righteous enough a path to not board that Express Train to the Ninth Circle I mentioned a bit earlier.
*********************
And that's where the transcendental moment came on Friday night.
I had written what I figured was a one-shot scenario for the game. I won't reveal the title, or much of the plot, since some of my players may read this, but after a character generation session, I dropped the characters into the New Arcadia Museum of Art. Specifically, one of their demons had become aware of the existence of a particular artifact, an ornately crafted jewel encrusted golden statuette, supposedly of Set, at the museum's display of a touring exhibition from the Egyptian Museum of Antiquities.
The characters did not know each other at game's beginning (other than a couple of them), but had all found reasons to be there. I set the opening scene. It was a Wednesday during the school year I described a typical downtown museum on a school day in a large metropolis...school buses in the parking lot, a ton of adolescents and younger touring with their classes, grade school and middle school teachers, parent chaperones, and museum employees and tour guides all milling through the special displays...and one deluded Hellbound who had fashioned herself as a gritty hero, but who frankly was beginning to lose even the pretensions of being a hero. And then, I set them all after the artifact.
I actually have a plot written. It will have several scenes. It was supposed to finish in one night. Instead, we spent nearly four hours on one scene. And they were four of the best hours of gaming I've even enjoyed.
Before I tell of that transcendental moment though, let me introduce you to my players, and more specifically, their villain/human/demon combos:
My four players, first names only, were Jason, my wife Suz, Eric, and my youngest son Grant. Here's who they played.
Human Name (Player)/Villain Name/Demon Name (Player)
Magni Eriksson (Jason)/Magnus Minimus/Mighty Shrinky Dink (Suz)
Keila Montrose (Suz)/Skinwalker/Wixalin (Eric)
Malcolm Raines (Eric)/Bullwing/Clarence from the Nether Realm (Grant)
Jim Rainer (Grant)/The Buggerer/Dick Cheney (Jason)
I'd have to pull character sheets to give you the full scoop of what they were capable of, but each of them used one or more powers or aspects to great effect. Magnus Minimus didn't actually use powers much, though he did use Ghost Form to good effect at least once to escape the museum. Skinwalker's schtick was Ghost Form (a popular power, as it turned out). Bullwing used Animal Form and Ghost Form to great effect, though the comedy of trying to watch him fly through crowded doorways in a museum made it entertaining. Finally there was Jim Rainer, whose Dominator Strike, led to the transcendental moment I spoke about.
The "gritty hero" in this case is a character who had earned something of a reputation as "Flamethrower Faith". She'd become known as something of a vigilante, killing rapists, drug dealers, prostitutes, pimps, johns, and even torching a branch of the First National Bank of New Arcadia in the process of foiling a bank robbery. Intend on stealing the statuette, she robbed the display case, but didn't make it out of the room she stole it in before one of the villains (BullWing) stole it, only to lose it back to Faith, who then in turn lost it to The Buggerer. All this time, alarms are going off, powers are being flung around a room filled to near standing room only with grade school kids, panicky teachers, and useless museum personnel.
Fortunately for the innocent bystanders, I had my usual run of bad luck for the most part when making collateral damage rolls, and other than one museum security guard (targeted by the Buggerer to obtain a change of clothes), and a hapless liberal tree-hugger trying to escape the row in the parking lot in her Toyota Prius (the Buggerer again), nobody innocent was harmed.
The museum security guard had a particularly bad day. First robbed of his clothing by The Buggerer (Dick Cheney didn't have to put him up to this), he then was groped and beat up by Skinwalker (as part of a deal with her demon) while he was merely trying to head to the locker room to get his second uniform. I'm fairly certain that he turned in his resignation the following morning.
As for the liberal, she was doomed to death by The Buggerer. Specificaly, Dick Cheney agreed to offer The Buggerer the use of Ghost Form only if he hurt somebody. This led Jim Rainer/The Buggerer to look for a target in a parking lot to amuse Dick Cheney with. As a result, The Buggerer set his eyes on the Liberal.
She never had a name, and I feel a bit bad about that. She was just this cute, adorable looking museum employee, a tour guide I made up on the spot, and threw a couple of stats at. Late 20s. Still living at home. Still single. Still paying off her usurious student debt, and regretting having not gone back for her Ph.D. Earnest. Sweet. The kind of girl you'd take home to meet mom in a heartbeat (unless mom was Lynne Cheney, I suppose). She had the Obama/Biden 2012 bumper sticker on the car. A Coexist bumper sticker on the car. A Sierra Club bumper sticker. And the car, just to complete the cliche, was a late model blue Toyota Prius. She was already freaked out by the experience of her narrow escape, and just wanted to get home.
And then, enter the Buggerer. Egged on by Dick Cheney (waving a liberal in the face of the demon was like waving a thick porterhouse steak in front of a pair of ravenous rottweilers), The Buggerer threw his power of Dominator Strike at her. Now, I should say that Dominator Strike is a ranged attack. Energy beams, gouts of flame, sprays of ice, beams of molten lava are all Dominator Strike. Well, in this case, my son, aka Jim Rainer/The Buggerer, defined the weapon as hypersonic rubber bands dipped in lemon juice.
So if you can imagine a freaked out young woman trying to start her hybrid car, fumbling with the ignition, hands shaking, tears running down her eyes like a torrential rain, and all of a sudden her driver side window shatters in a hail of lemony rubber band fire. She gets lightly wounded by the glass and the bands. Cheney eggs the Buggerer on. The Buggerer fires another round of lemon juice rubber bands. The liberal, her fact shoulders and neck a wreck from the cut of a million citric acid-laced rubber bands, slumps forward on the steering wheel...where suddenly the airbag deploys, bruising her face further.
Realizing to his horror that he stands a good chance of just having killed the woman, Jim stops, opens the driver side door of the car, and begins to render first aid. At which point, Dick Cheney, realizing that The Buggerer still had one more use of Ghost Form left, just as Jim begins to render first aid, suddenly makes the Buggerer go immaterial again via Ghost Form, making it impossible for Jim to care for her. It was at this point that I realized that I wasn't really part of the story here. In fact, I never ran a story. I ran one scene, and enough chaos flowed from that scene to fill a gaming session. And it was the best gaming session I ever ran.
There were several times during the course of the evening, as the characters were dealing with the chaos around them, and frankly, sometimes just the consequences of their own poor choices, that I realized I had reached one of those moments where all I had to do was just introduce new elements to the chaos, and the players would thoroughly entertain themselves. It's a feeling I've had only a few times in RPGs EVER and then only for a few fleeting moments.
With Better Angels, I had that feeling for three hours last Friday. It should be noted that several of my players were lukewarm on playing the game at all. By the end of it, now that they'd learned the system, and discovered some of their errors in building their first characters, they couldn't wait to play it again.
In conclusion, Better Angels is a unique take on what is, in general, a pretty tired gaming genre (supers), at least as run by a lot of GMs. It's a brilliant idea, with brilliant mechanics, and frankly, the best game I will have purchased in 2013. Don't walk, but run, and buy it. You won't be disappointed.
Thursday, August 9, 2012
Delta Green: Countdown Review
In honor of Pagan Publishing & Arc Dream Publishing's decision to start making Pagan's wonderful back catalog available on PDF via RPG Now, starting with the releases of Delta Green and Delta Green: Countdown, I thought it was high time I give a review of Delta Green: Countdown.
For those of you looking for a review of Delta Green's main sourcebook, here's a link to my review.
Delta Green's first edition was released in 1996. A subsequent revision, that mainly added support for d20 Call of Cthulhu was released in 2006, and can still be found.
Delta Green: Countdown has something of a star-crossed history. While the Delta Green sourcebook was clearly mining from the same UFO conspiracy/paranoid about secret government conspiracy 1990's aesthetic as the TV series X-Files, and RPG settings like Conspiracy X, and TSR/WotC's Dark Matter setting (first released for Alternity, then revised for d20 Modern), Delta Green: Countdown (to be henceforward abbreviated only as Countdown in the review) was released in 1999, and was seeking to address two main issues: updating the setting for the turn of the millenium; and addressing the parochial nature of Delta Green by providing information about other national government efforts to fight the losing battle against the Great Old Ones.
By and large, it did a decent job of addressing the latter concern, and might have done well at addressing the former if it wasn't for a tiny, forgettable event that took place on September 11, 2001. Unlike what cynical politicians were spouting to get reelected in the early part of the last decade, for Delta Green, it's pretty certain that September 11 would have changed everything. And so, Pagan Publishing was faced with a book for the new millenium that didn't even really mirror the new millenium for more than about the first 9 months. Oops.
Still, Delta Green: Countdown did some good things, and frankly, though still rooted in the 1990's, has enough going for it to be worth picking up. Like the original Delta Green book, it was originally released in hardcover, with a subsequent rerelease in softcover. Unlike Delta Green, Countdown hasn't been updated much since 1999, and until earlier this week, was by far the hardest (and most expensive) Delta Green sourcebook to track down.
Nothing illustrates this point better than my own laying down $105 to pick up a copy of Countdown about 18 months ago off of Ebay, and feeling fortunate in doing so (I'd lost in bidding on an earlier copy that ran up to almost $150 about a month earlier.
Delta Green: Countdown
Copyright: 1999 Pagan Publishing
Page Count 426 (about 90 more pages than Delta Green)
Authors: Dennis Detwiller, Adam Scott Glancy, and John Tynes
This book is a monster. Even the paperback, in terms of sheer size, exceeds every other RPG in page count in my collection, with the exception of Pathfinder's core book. But what's inside? Why should I part with $40 or $50 to order a Print On Demand copy (or $20 for a PDF) from RPGNow?
Prologue (Of Sorts?)
Just as the main Delta Green book starts off with the last email transmission of Reginald Fairfield, head of Delta Green both in its last days as a legitimate government agency, and after as an illegal conspiracy, just moments before his heroic death at the hands of a Majestic 12 death squad, Countdown starts off with a small article in the form of something that might be printed in a London tabloid, before continuing with copies of pages of report of a joint operation between Delta Green and PISCES (Britain's legitimate equivalent to the still illegal Delta Green) that goes horribly wrong, ending in the killing of several FBI agents in front of the US Embassy in London by PISCES. It sets the grim tone for what is to follow appropriately, and is a brilliant lead in (after a brief introduction) to the first chapter, about PISCES.
Chapter I: PISCES
PISCES is a very different agency than Delta Green. Like Delta Green, PISCES got its start in the post-World War I expansion of UK intelligence services. While Delta Green origins were rooted in the 1928 raid on Innsmouth, PISCES grew out of its own encounters with Mythos entities around the same time. Unlike Delta Green, PISCES has not been disbanded, or forced to go underground. It is still a legitimate (albeit not well known) arm of the British intelligence apparatus.
But PISCES has problems of its own. It got a little too close to the creatures it was studying, particularly a new beast called the Shan, and ultimately, has been infiltrated, a fact that the broader British government is not aware of. The chapter describes the history of PISCES from its early successes to its present role as a Trojan Horse within the British government for certain Mythos entities that have literally taken control, in the fashion of parasites, to its all still too human appearing agents.
It's chilling, it feels real, like everything else about Delta Green there's enough detail and adventure hooks to run a lifetime of campaigns out of, and it would feel like a very different game than being agents of Delta Green.
It also would provide an excellent opportunity for a group of FBI agents liaising with the British government, and not knowing who they can trust.
Chapter II: GRU-SV8
It should come as no surprise that the second European nation to get the Delta Green treatment in Countdown is that of Russia. GRU-SV8, an arm of the GRU (the Red Army's intelligence organization) is that agency. It arose out of the Russian Civil War, grew during the Soviet Union, and like so many of the Russian government's organizations has declined since the USSR dissolved.
GRU-SV8, like PISCES is still a legitimate organization of the Russian government, but unlike PISCES, suffers from budget and manpower shortfalls.
It's a shorter chapter, but still does a good job of detailing the history of the organization, its current struggles, and ways it might be used in a Delta Green game, primarily as a possible ally to Delta Green.
Chapter III: The Skoptsi
Just as Delta Green gave the GM new organizations to menace Delta Green with (Majestic 12, The Karotechia, and FATE), the same goes for Countdown. The first of these, the Skoptsi, which originated as a cult of Shub Niggurath in the Caucasus Mountains (making that joint Delta Green & GRU-SVG mission) more plausible, they have since gone global, arriving in the US in the early 1920's, where the cult has infiltrated the US government, including most notably, the CIA.
While still rooted within the borders of the old Russian Empire, posing a foil to GRU-SV8 in particular. As usual, the chapter is well detailed, with plenty of hooks, and would be an interesting foil for Delta Green.
Chapter IV: The OUTLOOK Group
So what happens when a world leading biotech firm becomes a major supplier to Majestic 12 (and all the evil that entails?) and by extension its sponsors, the Mi-Go (in the guise of the Grays?). You get the OUTLOOK Group. The OUTLOOK Group becomes the Majestic 12 way to "better living through chemistry" creating new poisons, toxins, and other biological and chemical weapons. The organization tests its weapons on live human subjects, altering and ultimately killing them in horrific ways, all in providing Majestic 12's "wet works" squads with more effective, less detectable ways to kill.
It's a chilling organization that really feeds into the government paranoia angle of Delta Green as a setting, and provides the players with just one more reason to hate Majestic 12.
Chapter V: Phenomen-X
Take a little bit of E!, Inside Edition, the Weekly World News, Ghost Hunters, and of course, a liberal helping of Lovecraft, throw them in the blender, and what do you get? Phenomen-X.
Phenomen-X is a syndicated, weekly television show, that pursues all sorts of matters, including much of the same territory covered by Ghost Hunters (and with equal authenticity), but also covers government conspiracies, including problems that would normally attract Delta Green's intention. Their main role in such operations would be to get in the way of a Delta Green invetigation, and their main threat would be to expose the Delta Green conspiracy.
Ironically, Majestic 12 and Delta Green have a history of manipulating Phenomen-X, albeit with very different end goals in mind. For Majestic 12, they represent a way to hinder and possibly expose Delta Green operations. For Delta Green, stretched tight on resources, they often give Phenomen-X anonymous tips to check out an area Delta Green is considering investigating to see if it is indeed worthy of Delta Green's attention.
Chapter VI: Tiger Transit
So what happens when you take a Vietnam-era, covertly CIA-operated airline (like its real-life counterpart, Air America), replace the garden variety drug smuggler operators with cults based on the Great Old Ones, and make it fully owned and operated by the Tcho-Tcho? You get Tiger Transit, the official civilian airlines of horrors beyond time and space.
Very much the fodder of 1980's & 90's American films (and numerous conspiracy theories about the CIA), Tiger Transit has its fingers in organized crime, and everything else in the Mythos. One can imagine a million uses for Tiger Transit in a game, ranging as a red herring, or the vital cog in a worldwide conspiracy.
Chapter VII: The D Stacks
Buried deep in the stacks of the American Museum of Natural History, besides the plot of a couple of Ben Stiller movies, lies one of the largest collections of Mythos knowledge and artifacts outside of Miskatonic University (and probably more, since Miskatonic has been raided of many of its best treasures). This museum within a museum is operated by Dr. Jensen Wu, and is covertly known, by the few that know it exists at all, as the D Stacks. This chapter details the artifacts and knowledge within the D Stacks, and how it could be useful in a Delta Green game.
Chapter VIII: The Keepers of the Faith
From the 17th Century, when New York City was a simple Dutch trading post called New Amsterdam, to the present day, a cult of ghouls has existed in warrens deep beneath the streets of America's largest city, founded by a heretical religious order. Eschewing visibility in the name of safety, they occasionally surface to kill as well as rob graves. If you ever wanted a different take on ghouls in Call of Cthulhu, this is the chapter for you.
Chapter IX: The Hastur Mythos
If there's any single chapter that should convince you to buy a sourcebook, this chapter should convince you to buy Delta Green: Countdown. The King in Yellow, Carcosa, and Hastur all predate Lovecraft, but he liked them so much he incorporated into some of his stories. And then August Derlath, a contemporary of Lovecraft, took Lovecraft's (and Robert Chambers's) toys out to play with and broke some of them in his own stories.
In The Hastur Mythos, Dennis Detwiller does a superb job of turning the various stories of the Hastur Mythos, turns them into a more coherent whole (mostly by leaving some of the Derlath stuff in the historical dustbin), and makes it an ideal playground for both Delta Green, and I might add, regular Call of Cthulhu gaming. It's that good.
Appendices:
As with Delta Green, nearly half of Countdown is actually contained in Appendices. Therefore, it seems only reasonable to detail them.
Appendix A: Psychic Powers.
Yeah, Countdown goes there. Psionics, wrecker of many a D&D campaign dating back to when Forgotten Realms was a place where Ed Greenwood ran his own home game, finally enter Call of Cthulhu, sort of.
The author, John Crowe III, takes pains to point out that they fit most closely with the PISCES chapter earlier in the book, and should, for game balance reasons, be the province of NPCs. Still, there here, if you want them. And in my games, that's right where they'll stay. Psionics (psychic powers in Delta Green) seem incredibly out of place in a Call of Cthulhu game, and the thought of putting them in the hands of PCs seems a tad self-defeating. Still, as I said, there here if you want them, so enjoy watching the players turn your two session investigation game into a ten seconds worth of Precognition as you collapse in a quivering mass.
Appendix B: From the Files of Professor Emerson
A series of research reports written by a Professor Grant Emerson, these are intended to read like the end lab reports from a number of locations. Avoid reading these if you're a player, as they will wreck the secrets behind not only scenarios in Delta Green, but also Countdown. Still, they're well written, and could find their way into players hands in a long campaign, preferably only after the players have finished the appropriate scenario.
Appendix C: New Skills:
This brief chapter (one page) introduces three new skills to Call of Cthulhu, Signals, Survival, and Tradecraft.
Appendix D: Adventures
Here's the heart of the thing. Delta Green is first and foremost a setting for adventures (in fact, the first time the words Delta Green were used in print was in the form of the classic scenario Convergence). I'll attempt to keep these descriptions spoiler-free, but if you expect to play in any of these, may I suggest skipping down to Appendix E below. Countdown follows the Delta Green model of two adventures and a short campaign.
I. A Victim of the Art
The first adventure, I've not had a chance to run this, but it looks as good as anything that made its way into Delta Green. Delta Green is called into investigate a series of bizarre murders on Long Island. As the scenario describes it, the killer isn't human, but the perpetrator is.
II. Night Floors
Again set in New York, this scenario takes place in the floors of a high-rise apartment in Manhattan. This time, the scenario is tied around what appears to be a missing persons case with possible occult connections. Needless to say, Delta Green gets the call.
III. Dead Letter
This one looks like a pulpy one (though it can be just as dangerous as any Call of Cthulhu scenario). Start with aging Nazi Sorcerors in South America, mix in a lot of other bizarre players (including a radical environmentalist, and you have the makings of a great campaign.
Appendix E: International Federal Agencies
Effectively, this does for countries across the globe what Delta Green did for Federal Agencies in the United States. Need to pull an SAS commando into an investigation of Byakhee activity on the Isle of Man? Appendix E will let you do that. This makes for a terrific resource for both Delta Green, and indeed Modern Call of Cthulhu games outside of Delta Green.
Summary and Rating:
While some of the information is dated, the heart of this book is still a winner. Making the needed changes to update it to 2012 is not difficult, and some of the stuff here, like the Hastur Mythos chapter, is essentially timeless.
I can't recommend this one more strongly.
4.5 out of 5 stars, marked down only for it still being rooted in a pre-9/11 world.
For those of you looking for a review of Delta Green's main sourcebook, here's a link to my review.
Delta Green's first edition was released in 1996. A subsequent revision, that mainly added support for d20 Call of Cthulhu was released in 2006, and can still be found.
Delta Green: Countdown has something of a star-crossed history. While the Delta Green sourcebook was clearly mining from the same UFO conspiracy/paranoid about secret government conspiracy 1990's aesthetic as the TV series X-Files, and RPG settings like Conspiracy X, and TSR/WotC's Dark Matter setting (first released for Alternity, then revised for d20 Modern), Delta Green: Countdown (to be henceforward abbreviated only as Countdown in the review) was released in 1999, and was seeking to address two main issues: updating the setting for the turn of the millenium; and addressing the parochial nature of Delta Green by providing information about other national government efforts to fight the losing battle against the Great Old Ones.
By and large, it did a decent job of addressing the latter concern, and might have done well at addressing the former if it wasn't for a tiny, forgettable event that took place on September 11, 2001. Unlike what cynical politicians were spouting to get reelected in the early part of the last decade, for Delta Green, it's pretty certain that September 11 would have changed everything. And so, Pagan Publishing was faced with a book for the new millenium that didn't even really mirror the new millenium for more than about the first 9 months. Oops.
Still, Delta Green: Countdown did some good things, and frankly, though still rooted in the 1990's, has enough going for it to be worth picking up. Like the original Delta Green book, it was originally released in hardcover, with a subsequent rerelease in softcover. Unlike Delta Green, Countdown hasn't been updated much since 1999, and until earlier this week, was by far the hardest (and most expensive) Delta Green sourcebook to track down.
Nothing illustrates this point better than my own laying down $105 to pick up a copy of Countdown about 18 months ago off of Ebay, and feeling fortunate in doing so (I'd lost in bidding on an earlier copy that ran up to almost $150 about a month earlier.
Delta Green: Countdown
Copyright: 1999 Pagan Publishing
Page Count 426 (about 90 more pages than Delta Green)
Authors: Dennis Detwiller, Adam Scott Glancy, and John Tynes
This book is a monster. Even the paperback, in terms of sheer size, exceeds every other RPG in page count in my collection, with the exception of Pathfinder's core book. But what's inside? Why should I part with $40 or $50 to order a Print On Demand copy (or $20 for a PDF) from RPGNow?
Prologue (Of Sorts?)
Just as the main Delta Green book starts off with the last email transmission of Reginald Fairfield, head of Delta Green both in its last days as a legitimate government agency, and after as an illegal conspiracy, just moments before his heroic death at the hands of a Majestic 12 death squad, Countdown starts off with a small article in the form of something that might be printed in a London tabloid, before continuing with copies of pages of report of a joint operation between Delta Green and PISCES (Britain's legitimate equivalent to the still illegal Delta Green) that goes horribly wrong, ending in the killing of several FBI agents in front of the US Embassy in London by PISCES. It sets the grim tone for what is to follow appropriately, and is a brilliant lead in (after a brief introduction) to the first chapter, about PISCES.
Chapter I: PISCES
PISCES is a very different agency than Delta Green. Like Delta Green, PISCES got its start in the post-World War I expansion of UK intelligence services. While Delta Green origins were rooted in the 1928 raid on Innsmouth, PISCES grew out of its own encounters with Mythos entities around the same time. Unlike Delta Green, PISCES has not been disbanded, or forced to go underground. It is still a legitimate (albeit not well known) arm of the British intelligence apparatus.
But PISCES has problems of its own. It got a little too close to the creatures it was studying, particularly a new beast called the Shan, and ultimately, has been infiltrated, a fact that the broader British government is not aware of. The chapter describes the history of PISCES from its early successes to its present role as a Trojan Horse within the British government for certain Mythos entities that have literally taken control, in the fashion of parasites, to its all still too human appearing agents.
It's chilling, it feels real, like everything else about Delta Green there's enough detail and adventure hooks to run a lifetime of campaigns out of, and it would feel like a very different game than being agents of Delta Green.
It also would provide an excellent opportunity for a group of FBI agents liaising with the British government, and not knowing who they can trust.
Chapter II: GRU-SV8
It should come as no surprise that the second European nation to get the Delta Green treatment in Countdown is that of Russia. GRU-SV8, an arm of the GRU (the Red Army's intelligence organization) is that agency. It arose out of the Russian Civil War, grew during the Soviet Union, and like so many of the Russian government's organizations has declined since the USSR dissolved.
GRU-SV8, like PISCES is still a legitimate organization of the Russian government, but unlike PISCES, suffers from budget and manpower shortfalls.
It's a shorter chapter, but still does a good job of detailing the history of the organization, its current struggles, and ways it might be used in a Delta Green game, primarily as a possible ally to Delta Green.
Chapter III: The Skoptsi
Just as Delta Green gave the GM new organizations to menace Delta Green with (Majestic 12, The Karotechia, and FATE), the same goes for Countdown. The first of these, the Skoptsi, which originated as a cult of Shub Niggurath in the Caucasus Mountains (making that joint Delta Green & GRU-SVG mission) more plausible, they have since gone global, arriving in the US in the early 1920's, where the cult has infiltrated the US government, including most notably, the CIA.
While still rooted within the borders of the old Russian Empire, posing a foil to GRU-SV8 in particular. As usual, the chapter is well detailed, with plenty of hooks, and would be an interesting foil for Delta Green.
Chapter IV: The OUTLOOK Group
So what happens when a world leading biotech firm becomes a major supplier to Majestic 12 (and all the evil that entails?) and by extension its sponsors, the Mi-Go (in the guise of the Grays?). You get the OUTLOOK Group. The OUTLOOK Group becomes the Majestic 12 way to "better living through chemistry" creating new poisons, toxins, and other biological and chemical weapons. The organization tests its weapons on live human subjects, altering and ultimately killing them in horrific ways, all in providing Majestic 12's "wet works" squads with more effective, less detectable ways to kill.
It's a chilling organization that really feeds into the government paranoia angle of Delta Green as a setting, and provides the players with just one more reason to hate Majestic 12.
Chapter V: Phenomen-X
Take a little bit of E!, Inside Edition, the Weekly World News, Ghost Hunters, and of course, a liberal helping of Lovecraft, throw them in the blender, and what do you get? Phenomen-X.
Phenomen-X is a syndicated, weekly television show, that pursues all sorts of matters, including much of the same territory covered by Ghost Hunters (and with equal authenticity), but also covers government conspiracies, including problems that would normally attract Delta Green's intention. Their main role in such operations would be to get in the way of a Delta Green invetigation, and their main threat would be to expose the Delta Green conspiracy.
Ironically, Majestic 12 and Delta Green have a history of manipulating Phenomen-X, albeit with very different end goals in mind. For Majestic 12, they represent a way to hinder and possibly expose Delta Green operations. For Delta Green, stretched tight on resources, they often give Phenomen-X anonymous tips to check out an area Delta Green is considering investigating to see if it is indeed worthy of Delta Green's attention.
Chapter VI: Tiger Transit
So what happens when you take a Vietnam-era, covertly CIA-operated airline (like its real-life counterpart, Air America), replace the garden variety drug smuggler operators with cults based on the Great Old Ones, and make it fully owned and operated by the Tcho-Tcho? You get Tiger Transit, the official civilian airlines of horrors beyond time and space.
Very much the fodder of 1980's & 90's American films (and numerous conspiracy theories about the CIA), Tiger Transit has its fingers in organized crime, and everything else in the Mythos. One can imagine a million uses for Tiger Transit in a game, ranging as a red herring, or the vital cog in a worldwide conspiracy.
Chapter VII: The D Stacks
Buried deep in the stacks of the American Museum of Natural History, besides the plot of a couple of Ben Stiller movies, lies one of the largest collections of Mythos knowledge and artifacts outside of Miskatonic University (and probably more, since Miskatonic has been raided of many of its best treasures). This museum within a museum is operated by Dr. Jensen Wu, and is covertly known, by the few that know it exists at all, as the D Stacks. This chapter details the artifacts and knowledge within the D Stacks, and how it could be useful in a Delta Green game.
Chapter VIII: The Keepers of the Faith
From the 17th Century, when New York City was a simple Dutch trading post called New Amsterdam, to the present day, a cult of ghouls has existed in warrens deep beneath the streets of America's largest city, founded by a heretical religious order. Eschewing visibility in the name of safety, they occasionally surface to kill as well as rob graves. If you ever wanted a different take on ghouls in Call of Cthulhu, this is the chapter for you.
Chapter IX: The Hastur Mythos
If there's any single chapter that should convince you to buy a sourcebook, this chapter should convince you to buy Delta Green: Countdown. The King in Yellow, Carcosa, and Hastur all predate Lovecraft, but he liked them so much he incorporated into some of his stories. And then August Derlath, a contemporary of Lovecraft, took Lovecraft's (and Robert Chambers's) toys out to play with and broke some of them in his own stories.
In The Hastur Mythos, Dennis Detwiller does a superb job of turning the various stories of the Hastur Mythos, turns them into a more coherent whole (mostly by leaving some of the Derlath stuff in the historical dustbin), and makes it an ideal playground for both Delta Green, and I might add, regular Call of Cthulhu gaming. It's that good.
Appendices:
As with Delta Green, nearly half of Countdown is actually contained in Appendices. Therefore, it seems only reasonable to detail them.
Appendix A: Psychic Powers.
Yeah, Countdown goes there. Psionics, wrecker of many a D&D campaign dating back to when Forgotten Realms was a place where Ed Greenwood ran his own home game, finally enter Call of Cthulhu, sort of.
The author, John Crowe III, takes pains to point out that they fit most closely with the PISCES chapter earlier in the book, and should, for game balance reasons, be the province of NPCs. Still, there here, if you want them. And in my games, that's right where they'll stay. Psionics (psychic powers in Delta Green) seem incredibly out of place in a Call of Cthulhu game, and the thought of putting them in the hands of PCs seems a tad self-defeating. Still, as I said, there here if you want them, so enjoy watching the players turn your two session investigation game into a ten seconds worth of Precognition as you collapse in a quivering mass.
Appendix B: From the Files of Professor Emerson
A series of research reports written by a Professor Grant Emerson, these are intended to read like the end lab reports from a number of locations. Avoid reading these if you're a player, as they will wreck the secrets behind not only scenarios in Delta Green, but also Countdown. Still, they're well written, and could find their way into players hands in a long campaign, preferably only after the players have finished the appropriate scenario.
Appendix C: New Skills:
This brief chapter (one page) introduces three new skills to Call of Cthulhu, Signals, Survival, and Tradecraft.
Appendix D: Adventures
Here's the heart of the thing. Delta Green is first and foremost a setting for adventures (in fact, the first time the words Delta Green were used in print was in the form of the classic scenario Convergence). I'll attempt to keep these descriptions spoiler-free, but if you expect to play in any of these, may I suggest skipping down to Appendix E below. Countdown follows the Delta Green model of two adventures and a short campaign.
I. A Victim of the Art
The first adventure, I've not had a chance to run this, but it looks as good as anything that made its way into Delta Green. Delta Green is called into investigate a series of bizarre murders on Long Island. As the scenario describes it, the killer isn't human, but the perpetrator is.
II. Night Floors
Again set in New York, this scenario takes place in the floors of a high-rise apartment in Manhattan. This time, the scenario is tied around what appears to be a missing persons case with possible occult connections. Needless to say, Delta Green gets the call.
III. Dead Letter
This one looks like a pulpy one (though it can be just as dangerous as any Call of Cthulhu scenario). Start with aging Nazi Sorcerors in South America, mix in a lot of other bizarre players (including a radical environmentalist, and you have the makings of a great campaign.
Appendix E: International Federal Agencies
Effectively, this does for countries across the globe what Delta Green did for Federal Agencies in the United States. Need to pull an SAS commando into an investigation of Byakhee activity on the Isle of Man? Appendix E will let you do that. This makes for a terrific resource for both Delta Green, and indeed Modern Call of Cthulhu games outside of Delta Green.
Summary and Rating:
While some of the information is dated, the heart of this book is still a winner. Making the needed changes to update it to 2012 is not difficult, and some of the stuff here, like the Hastur Mythos chapter, is essentially timeless.
I can't recommend this one more strongly.
4.5 out of 5 stars, marked down only for it still being rooted in a pre-9/11 world.
Saturday, August 4, 2012
What Have You Been Doing Lately?
Last Non-RPG Book Read...
The Templar Legacy by Steve Berry
As I've said before, I've been on a Steve Berry kick recently, as I've been slowly picking the books up on Kindle for the iPad. Templar Legacy is the first of a series of novels featuring Cotton Malone. Berry's first three novels and latest novel all had different protagonists, but the middle seven contained Cotton Malone.
The Templar Legacy scratches a couple of itches. First, I'm a big fan of political conspiracies, and oddly, religious conspiracies, and the Templars and other odd medieval knightly orders have been fodder for some of my games for years. As a novel, it came out a few years ago at the height of the Dan Brown craze, although Berry is a better writer than Brown. It's a good read, if not quite as gripping as some of Berry's later stuff, and a good introduction to the Malone character.
Last Music Listened To...
Bedsitter Images-Al Stewart. Some old Al Stewart, oddly enough, way back in his electric folk period from the late 1960s, well before anybody in America had even heard of him.
Last Move Watched...
I got nothing. Haven't watched a lot of movies recently, which leads to...
Last TV Watched...
I've been studiously avoiding the Olympics, for the most part. We did the Buffy Season 5, Fringe Season 1, Heroes Season 2, Supernatural Season 5 cycle last Sunday night after the Star Wars game, so I'm going to go with that.
Last RPG Books Purchased/Read...
I recently purchased Cthulhu by Gaslight (3rd Edition), Cthulhu Dark Ages, and Chronicles of Future Earth.
Cthulhu by Gaslight: This is the new version, which came out earlier this year. I'd acquired the previous, 1988 Second Edition from Chaosium about a year ago in PDF, much to my regret, and so I was curious to see what the new edition would be like. I have to say, after an initial skim that I'm very impressed with it. They've tweaked character generation in a couple of good ways that may make it into all of my Call of Cthulhu games from now on, the book is written with a lot more in the way of adventure hooks, and it's a much more beautiful book than the old edition. As soon as I get done reading it, I'll post a review.
Cthulhu Dark Ages: This one came out a few years ago and was Chaosium's first official setting for Call of Cthulhu in the pre-gunpowder era. I haven't really gone through it yet, but it seems rather impressive upon first glance. I love the concept of blending Cthulhu into a much grimmer time, when the separation of Church and State was what happened when the Pope excommunicated Kings and Queens, and feudalism was the political order of the day and could see some interesting blending of the Mythos with the dogma of Medieval era Roman Catholicm and Eastern Orthodoxy. I can also see it being a useful item for running straight-up Medieval settings with BRP.
Chronicles of Future Earth: This one is for Chaosium's Basic Roleplaying. It's first official setting published after the release of 2008's Basic Roleplaying 4th Edition Core Rulebook, it describes itself as "Science-Fantasy Roleplaying in Earth's Far Future". It looks like an odd mix of a post-apocalyptic setting (set thousands of years after the event occurred), and contains a liberal mix of fantasy elements. I'm not sure I'd ever run it as a setting whole cloth (I rarely run published settings as is these days), but I can definitely see some elements, particularly things like spells, magic items, weird tech, character ideas, etc. that I might steal for other BRP games. Since these are precisely the things I think BRP's core rulebook could have used more of, I consider it a worthy purchase.
Setting Stuff I'm Currently Working On...
Most of my prep time in the last two weeks has gone to work on the two games I'm running for the family, Star Wars Saga Edition: Anakin Takes a Bullet and BRP: Emberverse.
I'm also working on a Call of Cthulhu one shot. Without giving away too many details, here's a snapshot:
The End: With the upcoming end of the Mayan Calendar coming upon us, I felt a horror game would be in order, and what better way to end the world than to hand it over as a plaything to the Elder Gods.
Loosely based on an old Actual Play recording from Role Playing Public Radio entitled "Is It The End Of The World As We Know It?", I'll be setting it in Phoenix, December 2012, and adding a few fictionalized versions of controversial local politicians into the mix. The players will be playing characters like the Mayor, Governor, Chief of Police, Commander of the Arizona National Guard, Maricopa County Sheriff, etc. trying to maintain control in a metropolitan area gone mad and stave off the end of the world. They'll be dealing with riots, rebellions, breakdowns of city services, crazy cultists, and most dangerous of all, half-insane teams of normal Call of Cthulhu investigators firmly convinced that only they can save the city, etc.
It should be a lot of fun.
The Templar Legacy by Steve Berry
As I've said before, I've been on a Steve Berry kick recently, as I've been slowly picking the books up on Kindle for the iPad. Templar Legacy is the first of a series of novels featuring Cotton Malone. Berry's first three novels and latest novel all had different protagonists, but the middle seven contained Cotton Malone.
The Templar Legacy scratches a couple of itches. First, I'm a big fan of political conspiracies, and oddly, religious conspiracies, and the Templars and other odd medieval knightly orders have been fodder for some of my games for years. As a novel, it came out a few years ago at the height of the Dan Brown craze, although Berry is a better writer than Brown. It's a good read, if not quite as gripping as some of Berry's later stuff, and a good introduction to the Malone character.
Last Music Listened To...
Bedsitter Images-Al Stewart. Some old Al Stewart, oddly enough, way back in his electric folk period from the late 1960s, well before anybody in America had even heard of him.
Last Move Watched...
I got nothing. Haven't watched a lot of movies recently, which leads to...
Last TV Watched...
I've been studiously avoiding the Olympics, for the most part. We did the Buffy Season 5, Fringe Season 1, Heroes Season 2, Supernatural Season 5 cycle last Sunday night after the Star Wars game, so I'm going to go with that.
Last RPG Books Purchased/Read...
I recently purchased Cthulhu by Gaslight (3rd Edition), Cthulhu Dark Ages, and Chronicles of Future Earth.
Cthulhu by Gaslight: This is the new version, which came out earlier this year. I'd acquired the previous, 1988 Second Edition from Chaosium about a year ago in PDF, much to my regret, and so I was curious to see what the new edition would be like. I have to say, after an initial skim that I'm very impressed with it. They've tweaked character generation in a couple of good ways that may make it into all of my Call of Cthulhu games from now on, the book is written with a lot more in the way of adventure hooks, and it's a much more beautiful book than the old edition. As soon as I get done reading it, I'll post a review.
Cthulhu Dark Ages: This one came out a few years ago and was Chaosium's first official setting for Call of Cthulhu in the pre-gunpowder era. I haven't really gone through it yet, but it seems rather impressive upon first glance. I love the concept of blending Cthulhu into a much grimmer time, when the separation of Church and State was what happened when the Pope excommunicated Kings and Queens, and feudalism was the political order of the day and could see some interesting blending of the Mythos with the dogma of Medieval era Roman Catholicm and Eastern Orthodoxy. I can also see it being a useful item for running straight-up Medieval settings with BRP.
Chronicles of Future Earth: This one is for Chaosium's Basic Roleplaying. It's first official setting published after the release of 2008's Basic Roleplaying 4th Edition Core Rulebook, it describes itself as "Science-Fantasy Roleplaying in Earth's Far Future". It looks like an odd mix of a post-apocalyptic setting (set thousands of years after the event occurred), and contains a liberal mix of fantasy elements. I'm not sure I'd ever run it as a setting whole cloth (I rarely run published settings as is these days), but I can definitely see some elements, particularly things like spells, magic items, weird tech, character ideas, etc. that I might steal for other BRP games. Since these are precisely the things I think BRP's core rulebook could have used more of, I consider it a worthy purchase.
Setting Stuff I'm Currently Working On...
Most of my prep time in the last two weeks has gone to work on the two games I'm running for the family, Star Wars Saga Edition: Anakin Takes a Bullet and BRP: Emberverse.
I'm also working on a Call of Cthulhu one shot. Without giving away too many details, here's a snapshot:
The End: With the upcoming end of the Mayan Calendar coming upon us, I felt a horror game would be in order, and what better way to end the world than to hand it over as a plaything to the Elder Gods.
Loosely based on an old Actual Play recording from Role Playing Public Radio entitled "Is It The End Of The World As We Know It?", I'll be setting it in Phoenix, December 2012, and adding a few fictionalized versions of controversial local politicians into the mix. The players will be playing characters like the Mayor, Governor, Chief of Police, Commander of the Arizona National Guard, Maricopa County Sheriff, etc. trying to maintain control in a metropolitan area gone mad and stave off the end of the world. They'll be dealing with riots, rebellions, breakdowns of city services, crazy cultists, and most dangerous of all, half-insane teams of normal Call of Cthulhu investigators firmly convinced that only they can save the city, etc.
It should be a lot of fun.
Star Wars Saga Edition, Anakin Takes A Bullet, Episode IV, Session 1 Writeup
The Story So Far...
System: Star Wars Saga Edition (modified d20)
Campaign: Anakin Takes a Bullet
Episode IV, The Great Unravelling
Session 1
Date Played: July 22, 2012
Date in Star Wars Timeline: Day 1, 977 RRE (Ruusan Reformation Era, 977 years after the reformation of the Republic subsequent to the Battle of Ruusan, which ended the last of the Sith Wars) or 23 BBY (Before the Battle of Yavin)
The Great Unravelling represents something of an experiment for me as a GM. At the end of Episode III, Betrayal On Kitos V, Kizme Naberre, a Naboo noblewoman, played by my wife, ran for and was elected to the Senate. The other two characters, Draglo Fis, who is basically Han Solo if Han had been a Dug instead of human, and particularly Catherine Starkiller, a Miraluka Jedi Knight, didn't exactly seem to be great candidates as Senate aides, and so the original group of three characters has split in two.
The first group, centered around the Senator, consists of a Selkath Scout, Shako and a Gand Scoundrel, Fluulehn, along with the Senator. The second group, centered around Draglo Fis and Catherine Starkiller (a Jedi and a Pilot/Fixer character), is rounded out by my wife's 1st Level Jedi, a padawan. It was the first group that was the focus of the first session, and this first group is who the remainder of this writeup will be about.
Play began on Coruscant. After briefly handing an assignment to the Jedi Group that shall be a object of future sessions, we dealt with business in the office of newly sworn in Senator Kizme Naberre, who had barely been sworn in before she dealt with another job applicant, and a bribery attempt.
The latter became a primary focus of the rest of the session, as the group began to investigate the mysterious woman who made the bribery attempt, hoping to find out more about who was behind it.
So far, they've got a voice sample, which is being run through security databases, and some holovid footage of the perpetrator on the way in and out of the building (she used a scrambling device to muddle up security holovid cameras inside the Senator's office, but failed to engage them outside the building).
In the next session, we'll see what they do with that.
System: Star Wars Saga Edition (modified d20)
Campaign: Anakin Takes a Bullet
Episode IV, The Great Unravelling
Session 1
Date Played: July 22, 2012
Date in Star Wars Timeline: Day 1, 977 RRE (Ruusan Reformation Era, 977 years after the reformation of the Republic subsequent to the Battle of Ruusan, which ended the last of the Sith Wars) or 23 BBY (Before the Battle of Yavin)
The Great Unravelling represents something of an experiment for me as a GM. At the end of Episode III, Betrayal On Kitos V, Kizme Naberre, a Naboo noblewoman, played by my wife, ran for and was elected to the Senate. The other two characters, Draglo Fis, who is basically Han Solo if Han had been a Dug instead of human, and particularly Catherine Starkiller, a Miraluka Jedi Knight, didn't exactly seem to be great candidates as Senate aides, and so the original group of three characters has split in two.
The first group, centered around the Senator, consists of a Selkath Scout, Shako and a Gand Scoundrel, Fluulehn, along with the Senator. The second group, centered around Draglo Fis and Catherine Starkiller (a Jedi and a Pilot/Fixer character), is rounded out by my wife's 1st Level Jedi, a padawan. It was the first group that was the focus of the first session, and this first group is who the remainder of this writeup will be about.
Play began on Coruscant. After briefly handing an assignment to the Jedi Group that shall be a object of future sessions, we dealt with business in the office of newly sworn in Senator Kizme Naberre, who had barely been sworn in before she dealt with another job applicant, and a bribery attempt.
The latter became a primary focus of the rest of the session, as the group began to investigate the mysterious woman who made the bribery attempt, hoping to find out more about who was behind it.
So far, they've got a voice sample, which is being run through security databases, and some holovid footage of the perpetrator on the way in and out of the building (she used a scrambling device to muddle up security holovid cameras inside the Senator's office, but failed to engage them outside the building).
In the next session, we'll see what they do with that.
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