Saturday, March 26, 2016
Extra Life is Coming - Game Selection Round 2!
Please vote for your favorite games of the new batch at this link here!
And remember, the Dungeonthon benefits sick children in Nashville, TN! Donate at Extra Life and watch us on Twitch.tv in November for 24 hours of nonstop tabletop!
Donate here!
Sunday, March 20, 2016
Extra Life is Coming - YOU CAN HELP
Monday, February 29, 2016
Friendship & Fukus: The First NONPLAYABLE Game
Sometime in November, my gaming group started expressing some interest in a "magical girl" themed game, akin to something like the shoujo anime staple Sailor Moon. I've turned the idea over in my head several times the last few months, but most of the generic systems I've looked at have felt unsuitable, and my general dislike of "anime themed" game systems warded me away from things like Big Eyes, Small Mouth and its ilk.
Then I remembered the brilliant, single page Lasers & Feelings from One Seven Design. L&F is a simple, quick playing system using only a single stat, a handful of dice, and a success-counting pool mechanic based on rolling either over or under your target stat. It runs fast, relies on lots of narration, and takes only a minute or three to learn and get started, making it perfect for a social-and-adventure-based one-shot shoujo anime game.
I spent a few hours bashing hacking together some genre-appropriate attributes and scenarios, hung them more-or-less appropriately on the L&F framework, slapped it into a PDF and called it
FRIENDSHIP & FUKUS
Like Lasers & Feelings, Friendship & Fukus should be considered available under a Creative Commons / Open Gaming license. Feel free to download, play, hack, modify, and comment with your feedback.
It's entirely possible that other original or semi-original content will come down the Nonplayable pipe in the near future. I don't know. But for now, I hope you enjoy this.
Tuesday, April 1, 2014
Teenagers From Outer Space (1987): It's Funny, Right?
You gave us Interlok and Lifepaths. You gave us bleeding edge Chromatic Rock music and calculating the amount of thrust needed for a giant robot to overcome inertia in microgravity.
You also gave us this.
Teenagers From Outer Space (TFOS from here on out) was extraordinarily popular among some of my friends back in the mid-90s, back when the North American consumption of Japanese cartoons was starting to expand beyond Voltron and Robotech. Before Cartoon Network and Fox Kids started importing the stuff en masse, anime (or "Japanimation" as it was briefly called, for some godawful reason) was typically shoved into the Special Interest section of the video store (though Media Play had its own section), or ordered from the phonebook-thick specialty catalog behind the counter of the rental shop with little more than a grid of titles and single sentence descriptions, all of which nestled titles like Speed Racer and Demon Beast Invasion comfortably next to each other. The bulk of the longer or more esoteric series, you acquired on generations-old VHS tapes, copies of copies of copies with matted-on yellow subtitles translated and synced by a Canadian college student, hunched over a LaserDisc player and a bank of VCRs in his basement. I still dust off Ed's Dirty Pair translation every once in a while. The point of this long and rambling sentence is that this was a fandom composed of intensely devout, serious nerds, gobbling up whatever scraps of this seemingly bizarre foreign media they could buy, borrow, or steal, and TFOS targeted this group with laser accuracy.
Tuesday, March 4, 2014
Polaris (2009): Courtly Tragedy & Crippling Depression In A Frozen Kingdom
"Long Ago, The People Were Dying At The End Of The World"
Now at this point, you're probably noticing some nonstandard terms being thrown around, namely the reference to a player as a "Heart." This is part of Polaris's particularly novel character creation and conflict resolution systems. Although the game is designed to play with four people each controlling one of four protagonist characters, each player also participates in some way with every other player's characters. The player who controls a character's actions, as mentioned earlier, is the protagonist's "Heart," and it is his or her job to negotiate in the character's favor during conflicts. The Heart is responsible for naming the protagonist, and describing the themes and aspects which will guide her conflicts and personality. The player who sits directly across from that protagonist's Heart is the "Mistaken," and he or she initiates conflicts with that protagonists, controlling the demons that besiege her and negotiating against her interests during the conflict discussions. Conflict resolution is adjudicated by the players sitting to the left and the right of the Heart, referred to as the "New Moon" and the "Full Moon," respectively. The New Moon is in charge of refereeing the protagonist's emotional and interpersonal conflicts, and controls minor female NPCs, while the Full Moon referees societal conflicts and controls minor male NPCs. Neither Moon player can directly determine the outcome of a conflict, but instead mediates and makes suggestions to the Heart and Mistaken players to foster an agreement about the way the story will proceed.
Rather than a full blown, detailed combat system, Polaris makes use of various "key phrases" to facilitate conflicts. Each scene begins with a player stating "And So It Was," followed by a scene description. That player's opponent (his or her Mistaken, if the initiating player is the Heart, or the reverse) can then modify the scene with phrases like "But Only If" (describing a terrible cost) or "And Furthermore" (describing a complication), which the initiating player can either accept ("And That Was How It Happened"), request a different circumstance ("You Ask Far Too Much"), force a die roll ("It Shall Not Come To Pass") or scrap the entire scene ("It Was Not Meant To Be"). The Moon players may offer suggestions for the conflicting players to agree upon, which can either be accepted (both players state "We Shall See What Comes Of It") or rejected (one player states "It Was No Matter"). The entire process becomes oddly ritualized, and I am not entirely convinced that I could play through this with a straight face.
Despite the weird, half-ritualized, almost Jack Chick-like gameplay, (the rules even suggest lighting and extinguishing candles to mark the beginning and end of play), there's something about the milieu of heartbreakingly beautiful people marching inevitably to their doom in a soul-shattering, starlit tundra, their breath condensing into snowflakes as their blood turns to ice, that I find oddly appealing.
"But All That Happened Long Ago, And Now There Are None Who Remember It."
*No character sheet this week, since it requires three other people to write one.
All artwork taken from Polaris: Chivalric Tragedy at the Utmost North, Starlight Starbright Edition, which is available either as an e-book from These Are Our Games, or in print from Indie Press Revolution. A Spanish-language eBook is also available from RPGNow.
Sunday, October 2, 2011
Shadowrun, First Edition

ShadowRun may not have been the first cyberpunk-themed RPG on the market - R. Talsorian Games' first edition of Cyberpunk (2013) came out shortly ahead, and Iron Crown Entertainment's Cyberspace shipped around the same time as FASA's entry - but it's the game that has been most successful in cross-marketing itself. In addition to four published rules editions, the world has seen at least 40 ShadowRun novels, four video games, and a line of action figures with optional miniature wargame rules. What makes ShadowRun so unique, what makes it stand out from all the other neon-bathed, robot-armed, rock & roll hacker games, is its overt inclusion of supernatural, Tolkienist fantasy elements. Alongside souless company men and marginalized gangers with New Wave haircuts, one finds a cavalcade of orcs, trolls, elves, and dwarves, with magicians hucking fireballs and Native American shamans performing world-altering spirit dances. The result is a little bit like that old Reese's Peanut Butter Cup commercial, with two disparate genres colliding into one, hopefully delicious morsel.
For those requiring visual aids, this is what "normal" cyberpunk looks like:

This is what ShadowRun looks like:

According to the ShadowRun backstory, the Earth's magical energies ebb and flow across five-thousand year periods, roughly corresponding to the Mayan sun cycles. For the last few millennia, magic has been weak across the globe, resulting a dependance on technology, culminating in the Industrial and Information ages. When the current cycle came to an end in 2011 (an error on the part of the author and editor which later editions decided to run with. They meant 2012), humans began spontaneously mutating into fantasy races and the Native American tribes (and other practitioners of "old" religions) kicked off a magical revolutionary war against plutocratic governments and mega-corporations. Reading between the lines, you'll see that this is the exact same concept - indeed, the exact same setting - as Earthdawn, with the clock advanced around 10,000 years. Earthdawn, as noted in a previous post, is laced with phenomenally atmospheric prose and descriptions, and an imaginative take on high fantasy that makes it unique in both tone and mechanics. ShadowRun, being an earlier effort, lacks most of this development. Magic works roughly like every other skill, the fantasy races could easily be replaced by mutants or genetically engineered humans, and the entire backstory of Native Americans organizing an enormous Ghost Dance to devastate the technological world feels both a little bit racist and a little contrived, as though the writers flipped a coin between it and a 'nuclear war' storyline.

Just a little bit racist.
Aside from their setting, SR and ED have nothing mechanically in common. While Earthdawn requires a full set of polyhedral dice and a working knowledge of algebra, ShadowRun makes all of its rolls on the lowly d6. Lots and lots of d6 to be precise. Using a roll-over, dice-pool system, you'll be throwing handfuls of these venerable cubes around, which is probably why the designers went with a die than be acquired cheaply from basically anywhere, rather than specialized gaming stores. Every dice-test in ShadowRun is given a difficulty or target number from 2-6, with the player selecting a number of dice from his associated pool to roll for the test. If he hits or exceeds the target with at least one die from the pool, the test is a success; more successful die rolls improve the quality of his success, from skin-of-the-teeth to critical. The number of failed dice is usually not an issue, unless the player both fails a test, and more than half of his dice come up 1's. This results in a "glitch," a sort of critical-failure where the GM gets full discretion on determining just how badly the character's life has been ruined.
Character creation in ShadowRun is an odd duck. The game comes with a number of pregenerated characters, called Archetypes, which it recommends players use, with provisions to swap certain attribute and skill values around to suit your needs. The bulk of character customization comes from purchasing gear and equipment; generally speaking, one Decker (hacker) will be statted out just like any other, every Merc will be approximately the same, etc. Options exist to modify each pregenerated Archetype to change its race (for example, switching from a human Wage Mage to an Elvish one, or creating a Dwarf private detective), and there is a brief paragraph and table for designing your own archetype from scratch, however. For a custom archetype, the player must first jot down the following broad categories: Attributes, Skills, Tech, Magic, and Race. Each category will be ranked by importance, from 0 to 4; the number of points a player can spend on Attributes and Skills is directly dependant on how each respective category is ranked, while the character's Tech ranking determines how much cash he has to spend on Cyberware, Contacts, and other starting equipment. Race is Human unless the player gives it a rank of 4, in which event he can choose one of the Meta races (Ork, Elf, etc). A Magic rating of 3 provides a Meta with magical power, while 4 provides a Human with magic. 0-2 provide no benefit. It isn't that different from the Storyteller system, all told, though it works on a much lower end scale than the average Vampire or Exalted character.

I'll be exploring the game's relatively deepest character generation option here, building an Archetype from the ground up using the game's ranking point buy system. Here are the ranks:
Attributes 1 = 17 points
Skills 3 = 30 points
Tech 2 = 20,000Y
Magic 0
Race 4 = Elf, +1 Quickness, +2 Charisma
For my purposes here, I've decided to try to make an Elf rock star. We'll see how this goes. As a Metahuman character, I have to roll up a magical allergy (like Vampires with sunlight, or Werewolves with silver). Rolling 2d6 on the appropriate allergy table, and I find my character is sensative to Iron, which is highly inconvenient as this extends to all ferrous materials, including steel. Rolling on the severity table, I luck out and hit Mild. My character should be fine as long as he remembers to wear gloves.
For starting cash, all characters roll 3d6 x 1000. I wind up with 9,000 nuyen to start with, in addition to the 20,000 from my Tech score; the 9k is used to determine the character's income level (lower class), and can be used to be stock items, but cannot be used to purchase any custom gear; no contacts, no cyberware. Just about every other attribute and skill from here on out is a point-buy, with a handful of exceptions: the character's Reaction is determined by adding Quickness and Intelligence, dividing by 2, and rounding down to the nearest whole number, while the character's Essence starts at 6, and is reduced by Cyberware installation.


So there you have it. ShadowRun. One part Gibson, one part Tolkien, two parts this:
ShadowRun, First Edition can be purchased at RPGNow. All images are sourced from the First Edition (except for Labyrinth's David Bowie).
ShadowRun is currently published by Catalyst Game Labs, and is now in its fourth edition.
The current, 20th Anniversary Edition of ShadowRun's 4th Edition rules is available as a PDF from RPGNow, or as a hardcopy from BattleCorps.
Non-Playable Characters is raising money for the Children's Miracle Network! If you've been enjoying this blog, please consider a donation. Every single penny goes straight to helping sick kids at East Tennessee Children's Hospital.
Sunday, September 4, 2011
RuneQuest, Second Edition
In the mid 70's, a small games company called Chaosium Inc was founded, for the sole purpose of publishing a fantasy-warfare boardgame called White Bear and Red Moon, set in the fictional world of Glorantha. Unlike miniature wargames, such as the phenomenally popular Warhammer franchises, White Bear and Red Moon was essentially a self-contained box set. There were no miniatures to buy or paint or convert, no terrain to build, no additional rulebooks to buy; all the rules, a playable map of the entire known world, and a pile of cardboard unit counters all came in the box. Like Warhammer, the game was complex, unbalanced, and missing a sizeable portion of the rules at its first printing. From this humble beginning, however, Chaosium would expand its interest and eventually gain hold of some of the biggest licenses in the roleplaying game industry, including Call of Cthulhu, a game based on the horror stories of H.P. Lovecraft, along with Stormbringer, based on the dark fantasy works of Michael Moorecock. Most of Chaosium's RPG titles are powered by a roll-under percentile system known as Basic Role Playing, or BRP, which has its origins in 1978, with a black-and-white sourcebook that revisits the low-fantasy, wartorn world of Glorantha.
With RuneQuest, Chaosium attempted to expand upon the history and mythology of Glorantha, detailing a long and storied path in which empires rose and fell, and wars were waged on which the fate of entire civilizations hinged. Unfortunately, most of this history unfolds in a very distinct "tell, but don't show" fashion. Events like the Dragonkill War ("named," the book says, "for what the dragons did.") and concepts such as the Lunar Empire's need to extend something called the Glowline are mentioned for a few brief sentences, but never explored or explained in any detail. 1600 years of Gloranthan history is crammed into three pages, with the first thousand or so taking up just about a half page. The result resembles a modern Wikipedia stub, with almost no time spend developing an atmosphere or tone for the world, except for a brief mention that Glorantha is a Bronze Age society, similar to Robert Howard's Hyboria or Fritz Leiber's Lankhmar (which are both, technically, Iron or even Dark Age societies).
What RuneQuest does bring to the table, however, is the Basic Role Playing system, which Chaosium claimed was the most flexible, adaptable, and universal system of the time. According to the book, BRP can be easily adapted to any setting or time period. Players were invited, indeed encouraged, to create their own expansions, monsters, and spells for use with the system, and even to submit their creations to Chaosium for publication, in exchange for free copies of whatever splat books were produced from their submissions. This open and accepting attitude towards fan submissions and fan-developed material crops up very rarely in pen-and-paper gaming, and I don't believe it ever took off on any sort of appreciable scale until Wizards of the Coast published OGL D20 in 2000. In this respect, at least, Chaosium was ahead of its time with BRP.
"Have fun," it says. We'll see about that.
Player-characters in RuneQuest have seven primary Characteristics, and nine derrived Abilities. The Characteristics are randomly rolled, and include RPG mainstays like Strength, Constitution, Intelligence, Dexterity, and Charisma, while also adding in two new stats: Size and Power. Size is exactly what it sounds like, indicating the character's height, weight, and/or physical mass. Characters with high Size can take more damage, while characters with low Size are stealthier and harder to hit. Power, meanwhile, determines the character's magical ability and his or her in-tuned-ness with the mystical world. Each of RuneQuest's characteristics advance in slightly different ways: Strength and/or Constitution can be raised up to match the highest rolled value assigned to either Strength, Constitution, or Size. If either Strength or Constitution has the highest rating of the three, then that Characteristic cannot be raised at all, except by magic. Similiary, Size can never be increased through non-magical or non-divine means, as a character is assumed to have finished growing by the time he begins adventuring. Dexterity can be increased as the campaign goes along, up to a predefined, racial maximum. Intelligence, like Size, can never be altered through non-magical means, while Charisma can rise and fall based on the character's success or failure in adventures. Finally, a character's Power score is spent whenever he casts spells, while also influencing his starting hit points, as well as modifying various derrived combat abilities. As all of these scores are randomly generated, it is possible to create characters who are multitalented and versatile, though it's just as easy to wind up with a character who is mild to moderately incompetent across the board.
As noted earlier, each Characteristic is determined by a random dice roll. For humans, we roll 3d6 on every Characteristic, resulting in a starting score from 3 - 18. As RuneQuest is a percentile based game, these values are largely meaningless for making tests. In order to generate useful target numbers, the system relies on nine Abilities, whose scores are determined by a series of tables converting Characteristic ranges into percentages. Each Ability is modified by several characteristics, with Intelligence and Power showing up in almost everything. As an example, a character's Attack Ability is based on Strength (his ability to swing a weapon), Dexterity (his ability to aim the swing), Intelligence (his knowledge of fighting techniques), and Power ("A Jedi can feel the Force flowing through him."). In this case, higher Characteristic scores provide a 5 to 10 percent increase to the target number, while lower scores lower the target number. Remember, because we're using a roll-under system, higher targets are better. Now, let's start rolling some numbers so we can see this in action.
STR: 14
CON: 16
SIZ: 8
INT: 12
POW: 7
DEX: 11
CHA: 12
Constitution is my top score, and will provide a handy little bonus to several Abilities. Strength comes up next, also higher than average, and will help out with damage dealing. Strength can also be raised up to a maximum of 16 if I have the money for training. Power comes in pretty low at 7, but not low enough to penalize me. The Size score of 8 will penalize my damage output and hit points, while providing a bonus to stealth. These Abilities will be shown in more detail below.
Attack: +0%
Parry: +0%
Defense: +0%
HP: 15
Damage: +1d4
Perception: +0%
Stealth: +05%
Manipulation: +0%
Knowledge: +0%
In other words, this character gets +5 to any Stealth target number, and deals an additional 1d4 damage when successfully hitting with any weapon. He suffered a -1 penalty to HP but still came out higher than average, and everything else is squarely average. At this point, the character is roughly mechanically complete, though depending on starting cash there's still room to improve certain Characteristics through training, as well as altering abilities through Equipment. Starting cash is determined by the character's background, which like everything else in this creation process, is randomly rolled, this time on a d%.
Background: 54: Townsman
2d100 Starting Cash: 32 Lunas
32 L is not enough for training, unfortunately. However, I do get the following generic starting equipment:
GENERIC CLOTHING: Tunic, breeches, boots, underwear, cloak, hat.
GENERIC EQUIPMENT: Belt knife, and tinderbox.
TOWNSMAN EQUIPMENT: Flasks, torches, lamps, rope, trade/craftsman tools.
Now, in order to survive a life of adventure, I'm going to need some weapons and protective gear. 32L isn't a whole lot of money, but it's enough for a pair of Leather Pants (10L, absorbs 1 damage), a Leather Vest (10L, absorbs 1 damage), and a Quarterstaff (1d8 Damage, 20% hit rate, 15HP). You might notice that my staff has 15HP; that's the amount of damage the staff can parry before it breaks. At this point, the character is ready to go out and adventure, and likely get himself killed. To help improve his chances, RuneQuest offers a set of optional rules to allow for a certain amount of "pre-game" experience. I've decided to have him join a mercenary company in order to get a leg up in life, allowing me to roll percentage for a chance to improve his STR, CON, DEX, POW, and CHA. My results are listed below.
STR: 61: +0
CON: 64: +0
DEX: 72: +0
POW: 12: +1
CHA: 71: +0
So after some time on the march with a band of disparate mercenaries, our Townsman has increased his Power level by one point. Not that impressive, but he does get other benefits. Working with mercenaries provides access to better armor, weapons, and training, as well as a shot at looting some cash from sacked villages and such. Rolling another d%, I wind up with a score of 91, putting him in the company's Light Cavalry. This automatically gives him an 80% riding skill, 50% to another cavalry skill of his choice, and 30% to all other cavalry skills. He also gets 2500L worth of spells, along with access to a level two "xenohealing" spell automatically. For spells, I've purchased Healing at 2 points, Detect Enemies, one point of Bladesharp (+5% to hit, +1 damage), and Speedart (adding +15% to-hit and +3 damage to non-enchanted arrows). Rolling a d6 for equipment, I find he gets access to a bow, a one-handed sword, and a small shield. He also gets some additional armor: cuirboilli cuirass, greaves, and vambraces, leather skirt, and an open helm. He also scores another 756L in spoils and pay. Things are looking up!
For this week's sheet, I've actually left out a few things. The character wound up with enough cash on hand to purchase some additional skill training, but to be entirely honest, I've written most of this with a bit of a hangover, and find the system to be too fiddly to deal with at the moment. I've also left out a few places where I'm supposed to fill in equipment properties more than once.
A "Player's Edition" (excising the monsters and encounters) of RuneQuest Second Edition can be downloaded for free at this fansite. The cover of this edition is NSFW
Moon Design Publications publishes HeroQuest, a successor to RuneQuest using the same Glorantha setting, but with a new system. HeroQuest can be purchased at the publisher's site, or at RPGNow.
Chaosium Inc, the original publishers of RuneQuest, have since released the Basic Role Playing system as a stand-alone, generic product, also available from RPGNow.
If you're just interested in seeing the NSFW RuneQuest cover, click here.
Now, it's time to call it a night.