Thursday, June 2, 2011

Death & Taxes

After surviving the deadly hazards of the underground, loot laden adventurers in the City must face another foe as cunning as he is rapacious: The taxman.

Long ago, the town father’s of the City decided that treasure uncovered in the areas of its hegemony rightfully belonged to the people. This particularly applied to ancient artifacts like coins or objects of art. The brave (or foolhardy) souls who hauled it to the surface deserved something for their efforts--which they reckoned at best at 70%. This is, of course, reduced by various other fees resulting from destruction of public property, hazardous carcass removal, etc. Adventurers are allowed to deduct equipment and provisioning costs, but only if the appropriate forms are submitted in the appropriate manner.

Adventurer’s might consider melting down precious metal artifacts to render them unrecognizable--but the ownership of gold by private individuals (except in jewelry or coins of numismatical interest) is illegal--not that adventurers are opposed to illegal means, but why keep the evidence around? An adventurer’s only option is fencing of his loot and laundering the proceeds. Of course, this too puts an adventurer in danger as it may draw him into the web of the Hell Syndicate.

Discretion is always important. The bland, gray-suited men of the Municipal Department of Taxation and Finance are not without their own resources. Higher level agents carry wooden coins which writhe in their pockets in the vicinity of gold. Some are able to detect lies as well.

The Municipal Building, where their offices are housed, is a veritable temple to the eikone Management. The place is so aligned with Law that all nonlawful beings suffer confusion and demoralization (-2 to all Intelligence, Wisdom, and Charisma checks) inside its walls, if seeking to act against its bureaucracy.

Those who damage (or attempt to damage) the Municipal Building or harm its agents, while flaunting its rules run the risk of calling down an inevitable upon them. These powerful constructs punish transgressions against bureaucracy and law. They're believed to be summoned by a teletype machine in a sub-basement office beneath the building. Some rumors suggest the summoning of an inevitable requires a civil servant to burn his employment record in a waste bin, surrendering his identity--and his pension.

Wednesday, June 1, 2011

Warlord Wednesday: Double Entendre

Let's re-enter the lost world with another installment of my issue by issue examination of DC Comic's Warlord, the earlier installments of which can be found here...

"Double Entendre"
Warlord (vol. 1) #57 (May 1982)

Written by Mike Grell (Sharon Grell); Penciled by Mark Texiera; Inked by Pablo Marcos

Synopsis: Travis Morgan struggles back to consciousness and find himself chained in a dungeon--and locked in a metal mask. Slowly, his memories of recent events--his double, the ambush--form in his mind.  He yells with rage as he realizes his wife is “in the hands--and arms--of a man she believes to be him.”

Darvin (he of the impressive moustache) is not fazed by the outburst. He shuts the door to Morgan’s cell and tells Griff, his lackey, to summon the troops. Soon he’s meeting with his gang of urchins. He tells them the dungeon is off limits, and if they should have to go near it, they should be quiet; he doesn’t wish their guest to know where he is. One of the kids asks who their guest is. Darvin thinks a moment, and replies that it’s a...


After the other kids leave, Darvin asks where Tinder is. When Griff replies that he’s probably out practicing his craft on his own, Darvin gets angry. He’s afraid Tinder will get caught and give them all away to the authorities. He orders Griff to go out and find him.

Meanwhile in the palace, Graemore (he also of the impressive moustache) and Tara are getting reacquainted--and Graemore is falling in love once more. Tara is distracted from Graemore’s mooning over her by Morgan walking by. Morgan ignores her--because he isn't Morgan, of course.

The Morgan impostor, but isn’t, strides into the office of Praedor, his co-conspirator. The impostor even fools him at first. Their plan is to have the impostor (in the guise of her husband) steer Tara the way they want. Then Shamballah can return to being the sort of dictatorship they want it to be. Praedor reminds the impostor to wear the sword and gunbelt as Morgan always does. The man says he’ll remember and takes his leave.

Elsewhere, Griff is “looking for Tinder” by leaning against a wall and eating an apple. By chance, he does catch sight of the boy botching a bit of cutpursery. Griff helps Tinder get the best of the irate, sword-wielding mark, and the two boys escape.

The two goof around for a bit. They climb the palace walls to peak over onto its grounds. Then Griff says he’s got to get back to guard a prisoner. That sounds fun to Tinder.

Back at the palace, the impostor is getting to know Morgan’s gun:


He finally winds up shooting it off (though not in his own face). Tara runs to see what’s going on. She finds the impostor examining the hole he made in the wall, somewhat shaken. He tells her he was fooling around and it went off.

Tara doesn’t believe him, but she changes the subject. She tells him that Graemore is between jobs, and she offered to let him stay for a while. She expects Morgan to get angry, but he’s not bothered at all. Surprised at his reaction, she throws her arms around him and they kiss.

Meanwhile, the real Travis Morgan remains locked away in Darvin’s dungeon.

Things to Notice:
  • There's a double, but no real double entendre this issue.
  • The impostor doesn't seem to have really studied Morgan very much to pull this impresonation off.
Where It Comes From:
Morgan gets an iron mask this issue, making the inspiration from Dumas even more explicit.

A "double entendre" is, of course, is a phrase intended to have a two meanings--one of which is usually sexual or risque.

Tuesday, May 31, 2011

The Sounds of Gaming


I’ve seen other bloggers mention music at their gaming sessions. Sometimes it just seemed to be something that was playing in the background, other times people choose it as a sort of game soundtrack. I don’t know how widespread either of these practices are; Neither have been common in groups I’ve played in, but I don’t know that I have a big sample.

It would seem to me that music might break immersion in the game at times--at least popular music--as it might have very different associations for a person or take them out of the game at hand. Then again, immersion isn’t terribly important to all people or all games at all times--and it’s not like plenty of other distractions don’t present themselves that have no possiblity of game enhancement.

I can think of one game I ran where we did use music and sound effects where it very much enhanced everyone’s enjoyment. In a FASA Star Trek game back in the nineties (when dinosaurs ruled the Earth) we approached the sessions as if they were episodes of a Trek TV series. We would begin with a teaser or cold open to sort of get the adventure started, then my friend whose house we played at would cue up the theme song on his computer. Periodically, we’d also interject appropriate turbolift, transporter, or computer sounds--not always, but enough to remind us of the sensory environment of the world we were trying to emulate.

Those touches and a group of players who were all knowledgeable Star Trek fans made that the best media property based game I’ve played. I’ve dabbled in a fair number of licensed rpgs over the years, but none of the have ever come close.

So what about you guys: experiences good, bad, or otherwise with music and sound effects in games?

Monday, May 30, 2011

I Walked with a Xombi

A trip to the comic book store last week informed me that the new Xombi series from DC I had been anticipating had already arrived. Issue #3 was on the stands, in fact. Not wanting to jump in there, I haven’t started the new series yet, but the original was one of my favorites. It may just the the best bit of 1990s Vertigo-esque weirdness not done at Vertigo.

Xombi debuted (with an (at the time) trendy 0 issue) from Milestone in January 1994. It was the creation of writer John Rozum and artist Denys Cowan. The titular Xombi is David Kim, a scientist working with a nanotechnological virus for tissue regeneration. Kim is gravely injured when the villainous Dr. Sugarman attempts to steal the still-untested virus. Kim's assistant injects him with the nanovirus, saving his life--but at a price. Kim awakens to fine his poor assistant has been partially devoured by the nanites, scavenging for raw materials to rebuild him.

The now enhanced Kim is virtually indestructible and potentially immortal (a “xombi”)--and this is only the beginning of the weirdness. Kim becomes involved in the struggles of various supernatural forces secretly living among humanity.

It’s the offbeat cast of supporting characters and villains are really what made Xombi great. The evil Dr. Sugarman uses spindly, mummy-wrapped beings called “rustling husks” as henchmen--homonculi created from the corpses of insects that died trapped between window panes. Kim’s allies include the clairvoyant Nun of the Above, and her superpowered junior associate Catholic Girl. There’s also Rabbi Sinnowitz, an occult expert and golem manufacturer, and another Xombi--this one created by magic in ancient Africa. Did I mention the siblings Manuel and Manuella Dexterity? It’s just that kind of book.

I’m hoping for more of the same from the new series. The original Xombi is good read, particularly if one likes nineties-style quirk comic weirdness. Too bad it hasn't been collected yet.  It would be great inspiration for modern occult conspiracy games like Unknown Armies, but it has ideas that could be put to use in horror or supers games as well.

Sunday, May 29, 2011

Arriving at the City


It’s been a long time coming, but the Warriors & Warlocks game I was GMing is drawing to close, and I’m going to be running a game set in the City. Hopefully, I’m going to have a couple of new players joining as well--two folks whose games I’ve had the pleasure of playing in--who were interested in getting in on a City-based game.

One of the questions has been: What system? I wanted something fairly “rules lite”--I have better things to do than learn and adapt a complicated new system. It also needs to be fairly amenable to tweaking since I wanted some rules elements to reflect the setting.

I was initially thinking of using Labyrinth Lord as my base, but I’ve recently changed my mind. Stuart Robertson’s Weird West has the elements I like in old school systems distilled to their basic elements, and given a little more flexibility, thereby.  

So as I gear up for the game, I’ll be talking about some of my modifications. Honestly, I’m not as much of a rules-fiddler as I was in my youth. This heresy in some circles, no doubt, but "perfection" of rules just just doesn’t interest me that much, now (though I’m glad it interests others, so I can benefit from the fruits of that interest) .

Like I said, I'll make some modifications/additions, though.  I've already thought about some cosmetic changes.  I thnk I'll rename Skill; It seems like the name confuses some people initially as they think of it as representing knowledge, whereas mechanically, it stands in for dexterity and physical skill.  Maybe "knack" or just back to "dexterity?"  Likewise, I may broaden Magic to "knowledge" which more broadly reflects its game use (though I don't find that name as snappy, admittedly).
   
I think magic will be something that gets some attention--not so much to change the basics, but to add some detail in keeping with the diversity of magical practice among Weird Adventures setting spellcasters.  Like I say, I think the basic system is resilient and can handle these additions with little fuss. 

Anyway, more to follow in days to come.   And of course, my choice of system for my game won't affect Weird Adventures--which is designed to be rules lite to begin with, but uses the OGL where it does touch upon rules elements (like monsters).

Friday, May 27, 2011

Trouble with Doubles


“Listen to me! Please listen! If you don't, if you won't, if you fail to understand, then the same incredible terror that's menacing me WILL STRIKE AT YOU!”
-Invasion of the Body Snatchers (1956) trailer

So might one hear some paranoid derelict rant on the streets of the City--and they just might happen to be right. The creatures called "doubles" are one of the insidious tools of subversion used by the Reds in their tireless attempt to remake the world in the image of their freedomless subterranean society.

Doubles are either an artificial lifeform created by the Reds or their former (now extinct) masters or “natural” underground creatures--perhaps selectively bred over generations to optimize their utility. Whatever their origins, doubles are force grown in gestation pods then sent to surface world to steal the identity of humans and replace them. Normally, they're spindly, vaguely humanoid creatures, unsettling in their bland featurelessness, but they can perfectly assume the form of anyone they mimic. Without the use of magic or medical tests, only the unsual glow of their eyes that can be glimpsed in certain lighting conditions gives them away--a situation the doubles seek to avoid if they can help it.

The doubles must observer humans they plan to duplicate. The longer and more detailed the observation, the better the duplication in terms of appearance and behavior. This is often accomplished by the surveillance devices of the Reds. Doubles can change forms on the fly, but their mimicry won’t be as convincing.

It’s believed Reds mostly target government officials or other important figures for replacement, but given the psychological warfare they wage against humanity, they aren’t above random replacement of regular individuals simply as an act of terror.

[Doubles are, of course, doppelgangers with a new veneer for the Strange New World. This version would work just as well in a pulp, atomic age, conspiracy, or maybe even supers game, though.]

Thursday, May 26, 2011

Send in the Clowns


From The Mundy Guide to the City: A Comphrensive Guide to the Five Baronies of the Metropolis:

The neighborhood of Little Carcosa is one of the City’s most mysterious ethnic enclaves. It’s narrow, cobblestone streets, exotically dressed residents, and unusual scents given the feeling of stepping into the Old World--though where in the Old World is part of the mystery. The Carcosan homeland doesn't appear on any known map.

The people of Little Carcosa are as enigmatic as their homeland's location. Their swarthy complexions and the cadences of their speech recall the Near East, perhaps some place in Empire of Korambeck. Their clothing, manners, and ever present smiles make one think instead of the Orient and Yian.

Besides its general ambience, Little Carcosa holds other delights for the visitor. Its markets are small, but often have unusual items imported from all over the globe. The primary local craft is hand carved masks, both fanciful and grotesque, which are sought by a small, but dedicated, group of collectors. The spicy cuisine is an acquired taste, but many City gourmets extoll its exotic charms.

A rare treat is Little Carcosa’s street festival. It’s occurrence is hard to predict based as it is on an arcane sidereal calendar, but the Carcosans must plan for it well in advance, despite no outward preparation apparent to outsiders. Young and old alike take to the streets in masks, forming a raucous procession following a group of clowns. These clowns are apparently master contortionists (and possibly even illusionists of some sort) performing feats that scarcely seem humanly possible, and sometimes border on grotesque.

Outsiders are urged to leave after the the main part of the procession has past for their own safety. A final performer sometimes follows the parade, wearing a pale mask, and dressed in yellow, tattered robes, his appearance tends to whip the already excited crowd into a frenzy. While there have been no verified cases of violence, and urban legends of disappearances or mental breakdowns are certainly simply that, the intensity of the proceedings may be beyond the comfort of the casual visitor.