August 9, 2017

RPGaDay Question #9


Question #9: What is a good RPG to play for about 10 sessions?

Honestly, there's quite a few of them that work, provided you as the player aren't too hung up on character advancement.  So in that vein, my answers are going to focus on RPGs where the characters start out highly competent and really don't have to fret too much about failing tasks that are within the character's niche unless it's something well and truly difficult.

To go back to the olden days of RPGs, WEG's D6 Star Wars was one such game, and according to Bill Slavicsek the game was very much intended for what these days are referred to as "mini-campaigns" that often only last for a dozen sessions at most.  And unless you're playing a Force user, there's not really a point where your character feels less than competent within their area of expertise.

Of more recent fair, I'd have to say that 7th Sea 2nd edition is a solid choice.  As I noted in an early blog post, Heroes in this game start out quite capable, and with the way character advancement works it's entirely possible for a Hero to accomplish a major personal goal by the time the mini-campaign wraps up.

I could also see various FATE Core and FATE Accelerated games being good for mini-campaigns.  Depending on how you set up your skills/approaches, it could well be that your character only occasionally needs to invoke an aspect to be able to succeed at tasks, which is good because depending on how the GM handles the milestone system, you may not be seeing a whole lot of growth in terms of your skill ranks.

Now one RPG worth mentioning with regards to this question is Shadow of the Demon Lord.  While the overall mechanics fell much too clunky for my liking and the characters generally start out as 0th level scrubs, the game itself is very much geared towards the mini-campaign model, with the notion that each successfully completed adventure (i.e. session) gives the characters a level advancement, and with it capping out at 10th level, once that last session is in the books, it's pretty much time to retire the characters and embark on a new mini-campaign.

Another contender is FFG's Star Wars RPG.  While it might seem that you need loads of XP in order to really make your character capable, the introduction of Knight Level play in the Force and Destiny core rulebook allows a group to make characters that are a good deal more capable than your typical starting character, including the option for much better gear than what most starting characters can afford.  And such, if you only play for 10 or so sessions, you're not as worried about your character's advancement since you already start off with about 10 session's worth of XP under your belt.  In fact, I'd posit that the main characters from A New Hope and The Force Awakens all started out as Knight Level characters, with Luke and Rey not spending all their XP right off the bat so that they could later spend them on Force-related abilities as they came to learn more about the Force.

Alright, so that's my answer to #9.  Tune in tomorrow for Question #10, and where this gamer goes to get the skinny on new entries into the market.

August 8, 2017

RPGaDay Question #8


Question #8: What is a good RPG to play for sessions of 2 hours or less?

Honestly, this was tougher for me to answer than you'd think.

To be honest, it's only rarely that I play sessions that fall under 2 hours, and those have usually been sessions that were part of a larger campaign that had to be cut short for various real life concerns, most notably the Skype group I'm in, often due to players being stuck at work or having to bow out early due to illness, allergies, or work-related exhaustion.  To be fair, I've been guilty of all three, so I'm not judging the other players, not by any stretch.

Still, if I knew that I only had a couple hours to play, I think I'd most likely lean towards FATE Accelerated, as building a character is very quick and game play is equally fast.  I generally stick to meatier RPGs, though I'm sure Chris "GM Chris" Witt of the Order 66 podcast has a number of fast-play RPGs that would fit the bill.

Yeah, a short post, but compared to the behemoth that was yesterday's answer, it's a fits the day's question that this one is over so quickly.

I will have a suitably meatier answer for tomorrow's question though.

August 7, 2017

RPGaDay Question #7


Question #7: What was your most impactful RPG session?

My answer to this one lies oddly enough in a short campaign of Vampire: The Masquerade, one that took place while I was in college and thus in my early 20's.

In terms of RPGs, it was a heady time for me, with my getting to learn about and experience a great many different systems.  Now those that know me also know that I don't have a very positive point of view towards White Wolf's World of Darkness, or as I've taken to calling it, the World of Over-Bearing Angst.  But, there was a time, very early on in the setting's life cycle, where the angst level hadn't gotten overwhelming and the dark broodiness of the setting hadn't begun choking the fun out playing the RPG.

Admittedly, I was more a fan of Werewolf: the Apocalypse than the other settings for their World of Darkness, mostly as playing one of the Garou was a more visceral experience, where your character had the opportunity chance and the power to directly attack the ills of the world; yes, I'm aware that the system tends to catch a lot of derision for pretty much being superheroes for furries, but a lot of those same folks have a tendency to overlook the many problems that their beloved Vampire: the Masquerade had, where the players often ignored the struggle against their inner monster and instead embraced the inhumanity of being a vampire and used it as an excuse to do some pretty horrid things.

That said, I did agree to play in what one of my friends would be a semester-long mini-campaign of V:tM, and that one of the goals would be to explore the loss of one's humanity in the wake of becoming a monster.  The characters were varied and with one exception (a Caitiff combat monster) rather intriguing individuals from a variety of clans, with an added wrinkle of two of the PCs, myself and one other, being ordinary Mortals, with the understanding that at some point, our characters would be Embraced (presumably by one or more of the vampire PCs).  Another element of the campaign proposed was the dangers of power, of how it could corrupt and to what degree should one submit to authority?

Sounds pretty interesting, right?  Yeah, it didn't quite work out that way.  Of the seven players (five vamps, two mortals), four of the vampires decided they liked working for the local Prince, a truly Machiavellian creature that ruled the city with an iron fist; pretty much nothing happened in the city without his tacit approval.  The fifth Vampire, a Ventrue that had been a crusading attorney prior to her Embrace, was the only one to seek to circumvent the Prince, but she was too useful to the Prince (plus he had an unhealthy fixation on her, even for a vampire), and so the other vampire PCs were instructed to "make an example" of the Ventrue's daughter, who was one of the two Mortal PCs.  The other Mortal was my PC, a twenty-something aspiring rocker named Michael Cross from the wrong side the tracks (prime material to be vamp'd by either the Brujah or the Toreador), and who in the course of the campaign to that point had managed to convince the Ventrue's daughter that he wasn't a total lost cause, leading them to become friends before developing into romantic partners.

I think the GM's idea was that the four vamp PCs would reject this as a brutality too much, and turn against their inhumane master.  Well, you know the saying about GM plans and what happens when they meet the players.  Suffice to say, they went over the top with the ensuing carnage, with the four players reveling in their ability to be unabashed monsters.  At the end of the session, my PC was left to bleed out after being horrifically beaten, the Ventrue's daughter was left barely alive but catatonic from the trauma both physical and mental, and the Ventrue herself was so horrified she nearly considered ending her undead existence in a final act of defiance.  It was some scary stuff, with a couple players being uncomfortable afterwards with what their characters had wrought in the throes of their Frenzy.

So that's the set-up for what lead into what is my most impactful RPG session, which to be fair was something of a two-parter, occurring on consecutive nights.  Pretty bleak, right?

Now, a couple weeks before the atrocity described above occurred, one that was bad enough for the GM to almost consider giving up gaming in general, I'd stumbled across a set of fan-created rules for a particular character type, one associated with what is probably one of my all-time favorite films.  I'd handed them over as I'd found the fan supplement to be fairly amusing, and figured nothing more would come of it.

A couple nights after that session, the GM stops by my apartment and asks if we can talk. I agree, figuring at the very least he wanted a sounding board if he should continue or not, which made since as I was pretty much out of campaign.  So imagine my surprise when he told me that he wanted me to rebuild my Mortal, only no longer was he Mortal, and to make use of a slightly-tweaked version of that fan supplement I'd stumbled across.

In short, Michael was coming back from the grave, but not in a way anybody would expect...


Now, this session in which Michael returned as a mime from Hell took place before Wraith: the Oblivion did their supplement for characters coming back from the dead, so there were no official rules for playing a Crow-style character.  The returned version of Michael was truly monster in terms of game mechanics, and seeing an opportunity to play a character type from a film I still enjoy do this day, I through myself into the role of an artistic soul that's been driven to savagery by the evil done, not only to him but to those he cared for and for the countless innocents whom nobody mourned.

So come that next Saturday, with the GM having told the group that he would continue the campaign for at least one more session, though sans the Mortals given what had happened; after all, one of them was dead and the other was catatonic, states that aren't exactly conducive to a fun role-playing experience.  I won't bore you the reader with the full grisly details (this post is getting pretty long already), but to say that it was a transformative experience for me on what it meant to truly get into character is an understatement.  Michael didn't show up right away, but when he did, I stepped into the room having gone all in, dressed in black with a long coat and my face done up in the variation of the Comedy mask that Eric used in the film.  In the end, the four vamps were dead, most of which by fairly creative and symbolically cruel ways, with only one of them truly repenting for her sins before receiving the Final Death, and the Prince of the city learned the hard way that vengeance cannot be forever denied.  In it's own way, that two-part session was incredibly powerful, with one of the players even writing her term paper for her alt-psych class about my performance; she was one of the few students to get an A from a professor who was notoriously demanding.

So yeah, that experience was highly impactful in terms of my playing characters.  Before then, I generally saw the characters I made as numbers, and will admit that while not a munchkin, I was something of a power-gamer and frequently sought out how to squeeze the most benefit out of the mechanics without much consideration for the character itself.  Of course, I find this to be a bit amusing, since Crow!Michael was as power-gamed a character as it was possible to build, but being able to fully and completely step into that role, gave me the insight to fully understand and embrace the role-playing aspect of role-playing games.  I may not get quite as in-depth with my character portrayals these days, but that short stint of playing Crow!Michael is one that still sticks with me, it still impacts how I approach role-playing, and it probably will stay with me for the rest of my life.

After all, it can't rain all the time.

August 6, 2017

RPGaDay Question #6


Question #6: You can game every day for a week.  Describe what you'd do!

Well this is kind of an interesting one.

Gaming wise, it'd probably be playing RPGs, as that's my preferred form of gaming these days.  Though I might sneak in some time with a Zelda title, probably Link to the Past, Link Between Worlds, or Twilight Princess.

As for which RPGs I'd play, I wouldn't want to necessarily play the same one all week.  So here's the run down in general order of preference.

Top of the list would be Fantasy Flight Games' Star Wars RPG, as I've yet to truly have a bad session with that system.

Runner-up would be John Wick Productions' 7th Seas 2nd edition, as I very much enjoy the swashbuckling feel of the system and how it empowers the players to have their Heroes be larger than life.  Even when they're fresh out of the gate, a Hero in 7th Sea 2e can accomplish some pretty cool things, a feat that a lot of other RPGs tend to struggle with when it comes to newly created characters.  I had an absolute blast while playing Estevan Santiago de Montoya del Castillo during a friend's adaptation of the Erebus Cross adventure series, getting into a number of fun sword fights and charming a number of ladies, even managing to win the heart of an otherwise standoffish Vodacce strega after not only defending her honor but giving her the space to make her own decisions (something that she wasn't used to given how Vodacce society places a lot of controls on those noble women with the gift/curse of Sorte).

There is of course Green Ronin's Mutants & Masterminds 3rd edition, which I have also very much enjoyed, especially when playing the Extraordinary Spider-Man, a PC that is a shameless homage to the well-known Marvel hero but with enough twists in his origin story (for instance, both his aunt and uncle are alive!) to make him not a complete carbon-copy of the original wise-cracking webhead.  Even if my propensity for rolling absurdly well on rolls tends to leave our poor GM Eric on the verge of tears.

Also, there's two FATE related games I'd like to try out, especially as a player, those being Dresden Files Accelerated and Tianxia.  I've been a fan of the Dresden Files series pretty much since I listened to the audiobook version of Storm Front, and while I've had a few chances to play around in that setting courtesy of Evil Hat's original Dresden Files RPG, I think the FATE Accelerated version would run a lot smoother and without nearly as many little hiccups as the original DFRPG had.

As for Tianxia, it's wuxia-themed martial arts that can be as light-hearted and silly or as dour and serious as the group desires, though the default setting does tend to lend itself a bit more to the former given the fantastical nature of the kung fu techniques.

Finally, I would at least like to try out Star Trek Adventures by Modiphus Entertainment.  Now to be honest, I've not had a chance to actually play this, but it looks like it could be a lot of fun.  I find it kind of cool that the game actually lends itself to an episodic style of play, which makes sense as the primary source material was itself episodic in nature.

So, that'd be my week of solid gaming, if the option presented itself.

Tomorrow's question isn't going to take me nearly as much thought as it might for others, since the answer to that one may have occurred years ago, but it still stays with me to this day, for reasons I'll describe in my next entry.

August 5, 2017

RPGaDay - Question #5


Question #5 - Which RPG cover best captures the spirit of the game?

I had to think about this quite a bit, given the wide breadth of RPGs that I've played over the years.

But the final decision had to come down to a classic, that being the image of the undead badass gunslinger Stone from the original Deadlands core rulebook.


The image tells you right out that this won't be your typical Wild West RPG with the cover by artist Gerald Brom being quite evocative that this is not an hombre you want to tussle with.

The runner-up for me would probably the original cover for Shadowrun, which showed a team of runners fending off a corp security team against a dark cityscape background.  Sums up the basics of what Shadowrun is pretty well, eh chummer?

Question #6 should be pretty interesting.  See you tomorrow for the answer to that one.

August 4, 2017

RPGaDay - Question #4


Question #4:Which RPG have you played the most since August 2016?

So I sat down and thought about it, and the answer to my initial surprise was WotC's Dungeons & Dragons 5th Edition.

Largely, my Skype group has been playing our way through a modified/abbreviated version of the Curse of Strahd module, something I had suggested as one of our usual players would be out of the country on a religious missionary trip, with said player generally not being a fan of horror-themed settings.

Now, to be honest, while there have been some very creepy elements, I think this campaign has just reinforced my view that doing true horror in D&D borders on being a Herculean task, as the PCs very quickly become superheroes, especially if the bulk of your group is comprised of spellcasters of some type or another, especially if half of them have easy access to radiant damage, such as a Paladin or a Cleric.  And if you're playing over Skype, it's even more difficult as the players are probably going to be in a comfy chair in the solace of their home, with the lights on and tasty snacks on hand.

Still, it's been a fun campaign thus far, and there's definitely some twists that our GM Eric has included so that even for veterans of the earlier Ravenloft modules (such as myself, having played the 2e and most of the 3e versions) makes the adventure feel fresh and original.  Seriously, the guy doesn't give himself enough credit for the work he's done with Curse of Strahd.

As for Question #5, that's a bit of a tough one...

August 3, 2017

Catching Up on RPGaDay For 2017


So I'd seen this on the Facebook feeds of a few of my friends, and had meant to hope in on Day One.  But that obviously didn't happen for assorted reasons.

Well, time to play catch up, and maybe even stay current with it.

#1) What published RPG do you wish you were playing right now?
This was a bit of a tough one, but 7th Sea 2nd edition wins out over Mutants & Masterminds.  I really like what John Wick and his team did with the new edition of 7th Sea, and I'd love to play more of it.

#2) What is an RPG you would like to see published?
Honestly not sure I really have an answer, as most of the properties I have an interest in gaming in already have pretty solid RPGs.  Maybe a Marvel RPG that centers on the Marvel Cinematic Universe and isn't quite as subject to the whims of the staff at Marvel Comics?

#3) How do you find out about new RPGs?
These days, it's mostly Facebook.  I'm sure there's a number of small-press/indy RPGs that I don't hear about, but to be honest I'm already staring down the bullet of the "too many RPGs, not enough time" barrel, so don't really need to add more RPGs to an already long list.

As for tomorrow, the answer to #4 may well surprise a number of folks.  It certainly surprised me once I sat down and thought about it.