Category Archives: role-playing games

Thoughtprojektor – Film Noir Emotion Game

One of my longtime interests has been film noir and its predecessor hardboiled crime fiction. It’s something I wrote about many times while I was at school, and I even went back there a couple of years ago to lecture about it for a class in Comparative Literature. There’s something about the seamy world of double-crossing dames, obsessed detectives and greasy gunsels that just makes me happy, which is kind of strange considering how shitty it’d be to actually live there.

Batman the Animated Series pic

Digression: After I thought about it for a while, I decided that this interest of mine probably dates back to the days of Batman: The Animated Series, which is by far the best iteration of Batman on film or TV, and if you disagree with me on that, I’ll fight you. The world of Gotham City portrayed in some of the best BTAS episodes was straight up noir; hapless dopes ended up owing a psycho like the Joker a favor, or various ne’er do wells sat around reminiscing about crimes past at a poker game, for example.

Anyway, here’s a way in which I’ve tried to link up noir with another one of my interests, role-playing games.

One of the problems that comes with trying to adapt the dangerous world of noir to the RPG format is that the protagonists in classic noir are for the most part too human. They are driven by lust, greed and all the rest of the Deadly Sins, and this is somewhat difficult to reconcile with the, for the most part, altruistic and team-based motives behind Player Characters in most popular RPGs. A noir hero or heroine must be pushed to their absolute limit by their inner demons. It’s very similar in my mind to the classic slasher genre film, which has its best adaptation in Tony Lee’s Killer Thriller.

There have been various workarounds for this problem. Fiasco (review here: http://www.rpg.net/reviews/archive/14/14888.phtml) works at a sort of macro-scale, as the various tensions and rivalries built into their world of the game are constructed by players ahead of time. Unknown Armies (http://www.rpg.net/news+reviews/reviews/rev_7780.html) works the obsessions of its damaged heroes into mechanics by having all of the magic schools in the game have “taboos”, repetitive behaviors that must be followed (or avoided) in order to maintain connection to one’s school. It also does a great job of symbolizing psychosis by having the characters become “hardened” to things like violence, the unknown, etc., replicating the way in which people must lose their humanity in these sorts of situations.

My idea is close to one put out by UA designer Greg Stolze in another of his games, A Dirty World, which uses sliding variables to set scenes and characters into various emotional states. My thought was to meld this system with the sort of powers one finds in 4th edition Dungeons and Dragons, with shades of Tim Powers and especially James Ellroy.

Cool (-100) —— 0 ——- (+100) Rage

Establishment/ Square (-100) —— 0 —— Street/Jazz (+100)

Detachment (-100) —— 0 —— Obsession (+100)

The chart shows on a scale from -100 to +100 where a character is currently sitting on various spectra:

Cool v. Rage shows how likely the character (let’s say “investigator”), is to fly into fits of violence, or react at a crime scene. It is a measurement of one’s freakout potential. To look at characters from my favorite movie, L.A. Confidential, Edmund Exley is definitely much cooler than Bud White, who’s extremely prone to rage.

Establishment (Square) v. Street (Jazz) shows the investigator’s relationship to society. Are they more likely to play by the rules, or are those same rules seen more as guidelines. Again, Exley would err on the side of the Establishment (at least initially), while Jack Vincennes would be closer to the Street.

Finally, Detachment v. Obsession measures the investigator’s personal attachment to the case they’re working at any given moment. This is a tough to grade in terms of L.A. Confidential, or anything derived from the works of Ellroy, as the natural tendency is for each investigator to become obsessed with a particular crime or person. Someone like Danny Devito’s Sid Hudgens would err closer to Detachment, as he’s much more interested in finding sleaze for his magazine than solving any cases.

The players would set up their characters, either according to noir archetypes like the Social Climber (high Establishment, high Obsession), the Blunt Instrument (high Rage, high Detachment) or the Bagman (high Cool, high Street), and then spend these qualities’ points in order to pull off various maneuvers, which would leave the character at a different emotional state with the benefit of having made a difference in the story. That’s as far as I’ve gotten, though, as I’ve definitely let this project slide. Hopefully you maybe found this interesting, I’m definitely still interested in pursuing it at a later date.

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Downton Abbey D&D Alignment Chart

Just saw the last episode of Downton Abbey‘s second series, and it was excellent. If you haven’t seen this great show, it’s about the wealthy owners of an English manor house in the 1910s, as well as the servants who live in the “downstairs” world. If you liked the movie Gosford Park from a few years back, or are a fan of good English drama series like Pride and Prejudice or especially Brideshead Revisited, you owe it to yourself to check this show out. If you’re not into English historical drama, imagine if the attention to story detail and character development you see in something like The Wire was translated to a different time period and you’d be close to what Downton Abbey offers. Anyway, here’s the chart. Notes below may contain SPOILERS, so fair warning. Feel free to bitch about my choices in the comment section.

Downton Abbey Alignment Chart

Notes:

- Bates (LAWFUL GOOD) is a total bro, willing to put everything he cares about at risk for his employer and the woman he loves. He could probably stand to let his boss in on what’s going on sometimes, though, for his own sake.

- While there were many, many, many excellent quotes for Violet, the Dowager Countess of Grantham (CHAOTIC NEUTRALLY played by the inimitable Maggie Smith, whom most of you’ll remember from Harry Potter), there’s relatively few out there for Lady Sybil (CHAOTIC GOOD) and Carson (LAWFUL NEUTRAL). I had to take what I could get, basically.

- Cora, Countess of Grantham being TRUE NEUTRAL might be the most controversial choice on this chart, but her absolute nonchalance with regards to dicking around in Downton heir Matthew Crawley’s love life made me edge her towards the middle. The woman can be very cold when it suits her purposes.

- As for the rest I couldn’t fit on there, most of the staff would probably hover around NEUTRAL GOOD with the obvious exception of O’Brien, who’d sit at NEUTRAL EVIL . Matthew Crawley would probably be LAWFUL GOOD, Lady Mary’d flit daintily between TRUE NEUTRAL and CHAOTIC NEUTRAL, and Anna’d be either NEUTRAL GOOD or CHAOTIC GOOD depending on how badly Bates has fucked himself over lately. It’s hard to pigeonhole some of the more rounded characters, but that is of course where all the entertaining debate on this subject comes from. Leave your diatribes, rants and screeds down in the comment section.

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Postgame Report: Killer Thriller – Death of the Authors

Enough with the pretentious literary analysis this page has devolved into. If only for a brief interlude, THE GEEK WANTS OUT!

 

Killer Thriller cover

So the other weekend some of my friends and I got together to play one of the many tabletop role-playing games I’ve collected but have never been able to use: Killer Thriller. It was an absolutely excellent gaming experience, one of the best I’ve ever taken part in. Killer Thriller is an extremely rules light game that has as its aim to replicate primarily the mood established by classic slasher movies, in the vein of the Halloween, Friday the 13th, and Nightmare on Elm Street franchises.

I called my scenario “Death of the Authors”. The story goes that at a small arts college somewhere in New England, the faculty and students were preparing for a yearly festival celebrating the famous 19th century poet Flickerton, with most of the proceedings to be held at his newly restored home, Harrow House. Little did the organizers of the event realize that this year, someone else would be stopping by the campus, a crazed killer with the sobriquet of “The Deconstructor.” Would a small band of professors, students and the campus drug dealer be able to make it through the night? Or would the psycho killer finally have his revenge on the oft-sleazy world of academia…

Killer Thriller character sheet

When I noted that the game is “rules-light”, I wasn’t kidding. The victims … I mean Player Characters, are defined by four stats and a Stereotype, and that’s it. We used note cards as our character sheets, as you can see above, and character creation was an absolute breeze. After choosing a name comes the Stereotype, a short phrase of description that serves as all this game needs in the way of characterisation. Things like “slutty cheerleader”, or “creepy janitor” replicate the one dimensional characters found in the source material, but there is a material benefit to be found here as well, as once per game every character can succeed at something they’d be good at. For instance, the cheerleader could potentially cartwheel over an obstacle in her path, or distract someone by taking off her shirt. The janitor might know all the good hiding spots in the school, or set up a “Caution – Wet Floor”-based trap for the rampaging killer.

Unlike most rpgs, characters in Killer Thriller are defined by their “Inabilities” rather than their abilities. These four stats are Unwise, Unluck, Undone and Unharm, and during chargen, the numbers 7, 8, and 9 are attributed to the first three (Unharm is derived by a die roll afterwards). A successful 2d6 roll-under on one of the first three inabilites means that the character, in true slasher movie style, either does, respectively, something reckless and stupid, has some really unfortuitous event happen, or just loses their shit after seeing something. It is the Director’s job to ask the players to roll as these situations arise.

The last statistic, Unharm, is a measure of how much punishment the character can be dealt before their big death scene. What is great about this mechanic is that after one of your characters dies (the game suggests each person run a stable of three), you get to add their full Unharm stat to another one of your characters, beefing them up for a potential run at taking out the monster that has bedevilled them all movie. Even more ingeniously, you get to add a bonus to the passed on Unharm if you play the character as stupid, horny and nonsensically as they would have been in one of the films!

Once my players cottoned to this idea, the game basically ran itself, as they were continually putting themselves in mortal peril for a chance at big point rewards, not to mention big laughs. You can also get a bonus for describing in as over-the-top a fashion as you can how your character left the mortal coil. This resulted in some of the most gut-wrenching, gore-splattering and just all around awful descriptions of death that it has ever been my pleasure to hear.

The monster, for most of the game, is essentially a force of nature, cutting a swath of carnage through the PCs until a certain condition is met: once the players start getting down to their last characters, the slasher must also begin to make rolls against his Inabilities, emulating the late-game mistakes that seem to bedevil even the greatest killers on film. This works marvelously, as by the end, both monster and surviving players are on an equal playing field with an uncertain outcome. It makes for a very tense and entertaining end to the session.

I would really recommend Killer Thriller to anyone who doesn’t want to take things too seriously at the gaming table. The characters came alive off the page as everyone really got into their roles; I would argue that the perceived “lack” of characterisation embodied in playing a Stereotype is actually a gateway to real free-form role-playing, unbound by things like “backstories” and “motivation.” Everyone got really inventive with their descriptions of death, riffing off one another and setting up awesome scenes that no one sick person could have done all on their own. The set up was laughably easy, as I figured out the basic idea and then wrote down three lines on a piece of paper. Done! It was a bit confusing to refer to die rolls against “inabilities”, as it’s counter to every other game I’ve played, but we got the hang of it by the end.

We’re definitely going to play this game again, I’m thinking of running a Comic-Con themed one once we get back from San Diego this year. Who knows, perhaps the Deconstructor didn’t die when the bomb attached to a lawnmower went off  as his face was getting chewed off…

Go buy this excellent game here: http://rpg.drivethrustuff.com/product_info.php?products_id=85898 It’s only THREE BUCKS, what do you have to lose, honestly?

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Boardwalk Empire D&D Alignment Chart

After the huge success of the Deadwood and Community alignment charts, I decided to try one for what was, in my opinion, one of the best new shows of last year. Hopefully the next season starts up soon!

Notes:

- I had a really tough time finding someone from this show to fill the alignment of Lawful Good. Something about the fact that everyone’s a gangster on this show, I guess. I went with Angela Darmody, but wouldn’t you know it, there aren’t very many quotes of hers floating around out there, especially not ones that aren’t in relation to Jimmy. Rectify this.

- I left out the lovely Lucy Danziger and Chalky White, because other people fit the roles they’d slot in to better, at least I thought so. They’d be CN and NE respectively, I think. Chalky, especially, had some good quotes, though. “These here my daddy’s tools…”

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My D&D Campaign Overview Part One – The Companions of the Bouncing Barrel

Dungeons and Dragons 4th Edition Player's Handbook

With all of the recent discussion of fine works of literature for the past few months, and because I don’t want to read Brideshead Revisited too fast because I’m actually really enjoying it, I felt it was time to inject the “nerding” back into thisnerdinglife. For this reason, I’ll now talk about the current state of the Dungeons and Dragons campaign I’m running, as this is extremely important information that all of you folks at home need to know about.

A d20

This is the second “season” of D&D that my group and I have played through. The first one, which we started not too long after 4th Edition’s release in 2008, ran until last year, and it still influences our current games to this day. The first campaign was called “The Bouncing Barrel Chronicle,” and detailed the adventures of bouncers at the eponymous drinking establishment, found in a small town named Harlan’s Folly in a PoL (points of light, 4th Edition’s nearest thing to a defined campaign setting) world.

Eventually, smaller skirmishes against soup-dwelling monstrosities and the disgruntled goblin chefs who love them, dragons who want to destroy a brewery and kruthiks plaguing a dwarven freehold grew into a large scale conflict pitting the PCs against the Sons of Pelor, a racist paramilitary group that wanted to ensure human supremacy on the continent. The Sons of Pelor organization was run by a man named Aloysius Stendhal, aided by his “spell-sniffer” grand vizier Levitz Thaumaturge. In a series of guerilla warfare sorties, the party was aided by Lyra Grimsdottir, a mercenary commander whose body was encased in a gigantic suit of armor, picture that of a Warhammer 40K Space Marine, but about twice as big (the party would eventually come to realize that she was a Tetrarchian Guardsman, more on that later).

The Pelorian War, as this conflict came to be known, came to an end with the climactic Battle of Harlan’s Folly, where the forces of Pelorian aggression were routed after Thaumaturge was killed (but not after he took the life of Binwin Underhill, proprietor of the Bouncing Barrel) and Stendhal forced into hiding. We took some time at this point in the campaign to run some classic D&D adventures.

White Plume Mountain cover

The party fought its way through S2- White Plume Mountain, which I did almost no work to modify, just replacing the monsters with their 4e versions (or a reasonable facsimile of), as I wanted to try and replicate the original experience as well as we could. Unfortunately we found that the original maps did not lend themselves well to 4e’s dynamic fighting mechanics, which require a fair amount of space for some effects and powers.

Still, the charm of the old-school adventure definitely rubbed off on the group, as they especially enjoyed Snarla the werewolf and the spinning tunnel behind which she lived, as well as the men who lived in the anti-gravity river room, not to mention the crab who protects the magical trident Wave. The story reason for all of this old-school awesomeness, I decided, was time travel, and in deciding this, I was in fact setting the stage for the campaign to come, as the party stealing the evil wizard Keraptis‘ ill-begotten weapons would kick off the First Lich War and change the campaign’s history. After White Plume Mountain, I briefly flirted with using the “boons” system, a 4e replacement of sorts for magical items (which I despise), in having the party compete for the position of Reeve of the Western Territory, which had the Divine Right of Kings boon attached to it. Unfortunately, the party cared not for roleplaying any sort of political entanglements, and this gambit failed.

Ravenloft module cover

So we returned to the old-school with I6 – Ravenloft, a move that would, more than anything, set the mood for Season Two of the campaign. And that’s where I’ll leave off today.

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Community D&D Alignment Chart

So I know there’s another one of these floating out there in the ether, but after tonight’s D&D themed episode (which was pretty great, right?), E. and I decided to make an alignment chart for Community. And here it is:

Community Alignment Chart

Notes:

- E., of the lovely blog Straight on Till Morning, provided quotes this time around, while I found pictures and stuff. I don’t much care for MS Paint anymore.

- All of Abed’s best quotes come in long rambling sections, which would be a shame to break apart for the purposes of this exercise.

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Deadwood D&D Alignment Chart

Where do you fit, cocksucker?

So here’s an alignment chart that my friend Marcus and I made last week, in the style of Mighty God King’s fantastic Mad Men Alignment Chart from a few days back. I think we did a pretty solid job on this one, but here’s a few thoughts:

- Wikiquote does not have very many good quotes to give to our CG character, Trixie. Rectify this at once. I just picked one that I thought was funny.

- Picking a True Neutral was very difficult. Also, this is probably the sweariest alignment chart I’ve seen.

- Where’s Jane? It was our opinion that Jane’s alignment seems to change based on a. who she’s with at the time, and b. her present state of drunkenness. For the most part, she’d probably be a good candidate for either CG or CN depending on what’s going on in the camp.

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