Friday, September 6, 2024
80s Action Cartoons Were Very Gameable
Wednesday, September 4, 2024
Wednesday Comic: DC, December 1983 (week 1)
Monday, September 2, 2024
An Adventure Path like a Dungeon
B1-9 flowchart |
I don't see any reason why a game couldn't have a definite campaign arc. I think that would work with a lot of licensed properties, and I think the "adventure path" style of modern published adventures is a way to do just that. Unfortunately, these sorts of adventures suffer conceptually, I think, from a couple of flaws. One is the desire to have the campaign arc come as a surprise to players or at least to appear to arise naturalistically from the earlier campaign events. This requires the GM to be deceptive. Two, if the players weren't getting railroaded to get them into the adventure, they certainly are once it starts because the path through the adventure tends to be fairly linear.
I think it can be done better. This is an idea akin to my previous one about running an adventure point-crawl--in fact, it's really just a slightly different approach to the same basic idea.
Both involve a goal to achieve, a geography to cover in doing so, and certain events or scenes that might occur. These locations and their events/scenes form the "rooms" in a conceptual "dungeon," or more accurately the points in a conceptual pointcrawl. An adventure of this sort would have a conceptual/narrative map and a physical geography map, not unlike the actual Mongo mmap compared to the "Schematic Map" of Flash Gordon and the Warriors of Mongo:
How would this differ from a standard, old adventure path? Well, in at least a couple of ways. As much is possible, nothing is supposed to happen. Certain events would make completing the task of the campaign easier, but only rarely would there be no other way to get it done.
Like in a pointcrawl, players are permit to just follow the physical geography. Nothing forces them to stay on the path, but the locations on the path have special features analogous (or perhaps literally, sometimes times) to secret doors, teleportation disks or what have you that allow quicker, easier travel between "points." "Solving" a "point" might unlock other advantages like allies or items that make completing the goal of the campaign easier. Just like finding certain items or meeting certain NPCs in a dungeon.
This break from linearity would mean the points would have to have less of a causal relationship than the events of adventure paths typically do. It would work best, I think, for certain sorts of campaign arcs. A rebellion (like Star Wars or Flash Gordon) would be one, but something like Pirates of Dark Water with episodic exploration in search of plot coupons would work well, too. Anything more like a broadcast era episodic TV series with a throughline and less like a feature film.
Thursday, August 29, 2024
Terminal State is Now!
The Terminal State by Chris Vermeren Kickstarter is going now. Terminal State is a cyberpunk rpg that Vermeren promises isn't stuck in the 80s, but updated to be "the future of now." It's a Year Zero Engine game (like Forbidden Lands and so many others) with some innovations.
I've been following the posts regarding the game on the VX2 discord and it looks really nice.
There's a quickstart over on drivethru so you can check out the vibe then head over to KS to give it your support!
Wednesday, August 28, 2024
Wednesday Comics: DC, November 1983 (week 4)
Friday, August 23, 2024
Weird Revisited: Setting History Should do Something
My thesis is that history in rpg books is most useful/good when it does something. Possible somethings are:
1. Helps to orient the reader (mostly the GM) to the themes/mood/flavor of the setting.
2. Directly establishes parameters that impact the player's adventures.
3. Provides "toys" or obstacles.
It is unhelpful when it does the following:
1. Describes events that have little to no impact on the present.
2. Describes events which are repetitive in nature or easy to confuse.
3. Provides few "toys," or ones that are not unique/distinctive.
Now, I am not talking specifically here about number of words or page counts, which I think a lot of people might feel is the main offender. Those are sort of dependent on the style/marketing position of the publication. Bona fide rpg company books tend to be written more densely and presumably read more straight for pleasure. DIY works are linear and more practical. My biases are toward the latter, but I am more concerned with content here. I do think in general that economy of words makes good things better, and verbosity exacerbates the bad things.
Let's get into an example from Jack Shear's Krevborna:
Gods were once reverenced throughout Krevborna, but in ages past they withdrew their influence from the world. Some say that the gods abandoned mankind to its dark fate due to unforgivable sins. Others believe that the gods retreated after they were betrayed by the rebellious angels who became demons and devils. Some even claim that the gods were killed and consumed by cosmic forces of darkness known as the Elder Evils.Looking at my list of "good things" it hits most of them. It helps orient to mood and theme (lack of gods, dark fate, unforgivable sins), it sets parameters for the adventurers (cosmic forces of darkness, no gods), and provides obstacles (demons and devils, rebellious angels, elder evils).
That's pretty brief, though. What about a wordier example? Indulge me in an example from my own stuff:
So, the good stuff: orienting to theme, mood. etc. (deep history, memeplexes, super-science, transcendence as old hat, names suggesting a multicultural melange), setting parameters (a fallen age compared to the past, psychic powers, vast distances), and toys and obstacles (psybernetics and a host of other advance tech, Zurr masks, Faceless Ones!)
But wait, have I done one of the "bad things?" I've got two fallen previous civilizations? Isn't that repetitive and potentially confusing? I would say no. The Archaic Oikueme is the distant past (it's in the name!). It's the "a wizard did it" answer for any weird stuff the GM wishes to throw in, and the source of McGuffins aplenty. The Radiant Polity is the recent past. Its collapse is still reverberating. It is the shining example (again, in the name) that would-be civilizers (and tyrants) namecheck.
Wednesday, August 21, 2024
Wednesday Comics: DC, November 1983 (week 3)
Monday, August 19, 2024
The Collected Planes
Friday, August 16, 2024
The Return of Flash Gordon
"Gordon's alive?!"
That's right, the Flash Gordon comic strip started by Alex Raymond in 1934 has returned in a new incarnation to the (digital) comics page on the website Comics Kingdom. Cartoonist Dan Schkade relaunched the series on October 22, 2023, and has been doing daily and Sunday installments since.
Schkade's continuity starts right after the defeat of Ming (in Raymond's 1941 strip) and tells the story of what happens as the uneasy alliances of the revolution fall apart and the different kingdoms jockey for power. I think it's a novel approach: something fresher than either a complete reboot we've seen so many times or bland "further adventures" in a world without a strong central conflict.
The weekday installments tend to carry the story forward, but the Sunday strips offer a summary of the previous six days from the perspective of a specific character, which serves to both catch you up and give insight into the characters.
Check out the strip here.
Wednesday, August 14, 2024
Wednesday Comics: DC, November 1983 (week 2)
Monday, August 12, 2024
Eternian Icons for 13th Age
Alvin Lee |
Friday, August 9, 2024
Far Away Land 2e Kickstarter
The Far Away Land has got a Kickstarter for a second edition just in time for it's 10th anniversary. For those of you who aren't familiar with it, is a gonzo fantasy setting with unique art and a vibe a lot like Adventure Time but a flair all its own. It's creator and artist, Dirk Stanley describes it with the elevator pitch: "Imagine Rifts, Dungeons & Dragons, and Adventure Time had a baby," which I think pretty much covers it.
Thursday, August 8, 2024
The Caped Crusader
Over on the Flashback Universe Blog I reviewed the new Amazon Prime Batman animated series, Batman: The Caped Crusader.