You might be asking what I’m doing up at such a ridiculous time in the morning here in the UK, well I’m up early for BrigadeCon 2015, an online convention with people from all over the world playing games for 24 hours on Google+ Hangouts Continue reading
Tales from the Man Cave is a geeky blog run by a friend of mine Jason Marden, a haven for all things geek related including boardgames, miniatures wargames and RPGs. Jase has a wide variety of posts on his blog including news and revies on the games that he plays.
Following a request from one of my viewers/listeners I’ve been looking into how I could make my Matters of Fate podcasts available on iTunes; good news is that I’ve now submitted it to the iStore and you can find the episodes here.
To those of you who aren’t aware BrigadeCon is an online tabletop RPG convention that was started last year by the Youtube RPG Brigade and has been continued this year by a talented team of organisers. You can find details on the convention by clicking on the link below:
Basically the Con is 24 hours of online gaming (normally using Google Hangouts), panels and giveaways; last year was great fun with people from different timezones getting together and gaming.
So what am I doing for Brigade Con 2015?
Well last year I ran a couple of panels for the convention whereas this year I’m going to be running two games, you can find details below:
The Thing from the Hills
(Fate Accelerated, Wild Blue Setting)
“Just a few generations ago, the people of what would be called the Blue Lands came in search of wealth and fleeing religious persecution. When they arrived, they found a land steeped in magic, valuable resources… and the Folk, inhuman and amazing magical beings. Unfortunately a war erupted for the Blue Lands, and the settlers won – pushing the Folk far to the west of this vast continent and establishing a kingdom in the Blue Lands.
The Blue Lands is now wealthy and wondrous, taking full advantage of the miracle mineral Cobalt, and the Skywood trees that grow lighter as they go older… even floating into the sky! But too, now are Powers: men and women born in the generations since arrival with gifts of superhuman talents and abilities unknown, and the numbers keep growing…
In order to negate potential dangers of Power abuse resulted in the creation of the Queen’s Wardens, the law-enforcement organization of Major Powers answering only to Queen Aurora V and no limit to their remit to defend the Blue Lands. With vengeful Folk, sky pirates, bandits, noble intrigues, monsters and more… get ready pardner.”
Word has reached the Wardens that something is killing the calves of Emerson Kleebergers herd in the ranching town of Edge Hill, threatening to stop the precious flow of food to Cobalt City; at his wits end Kleeburger has dispatched a message to the Queen begging her to send someone to investigate.
(NWOD werewolf using simplified rules system)
“There’s something wrong in your territory, there have been a rash of strange death, each victim dying with a rictus grin etched on their features; the deaths started when Bobos Circus of the Fantastic moved into the area, but strangely none of the mortal authorities seem to have made the connection, leaving it to the supernatural guardians of the small town of Strangehaven to track down and hunt the cause of this laughing plague.”
This game is a NWOD werewolf game where the players will portray members of the Uratha pack who claim the sleepy American town of Strangehaven as their territory; the game is for 3-4 players and uses a simplified version of the NWOD system more suited to one-offs, there will be a selection of pre-genned characters available as the pack finds themselves with a deadly mystery on their hands. Can they determine it’s cause and end the strange plague or will the small town die laughing?
Picture by Edward Walton Wilson, used for non-profit purposes, no challenge intended to any copyrights.
If you’re looking for some names for your NPCs, or maybe you’re running a Sci-Fi game and you need a quick star system or world; look no further than Donjon‘s website:
The site is crammed full of random generators that will be of great use for the time-pushed GM.
I’m going to be started work soon (within the next couple of weeks) on my first solo PDF, I’ve been published in a book joint-authored by Johnn Four and myself (Mythic Gods & Monsters) but in that I wrote content, Johnn handled the layout, posting the pub to leanpub and pretty much everything else (and did an excellent job); this will be the first time I’ve actually published anything entirely as a solo effort. When I was thinking about what I wanted to do for the publication I turned to my favourite system Fate; initially I thought about doing a ‘world’ supplement (and may still get around to doing that later) but I really wanted something that a lot of people could just pick and use and that would immediately be useful in their games.
Aspects are one of the core mechanics in Fate and are used to define everything from momentary advantages, to significant parts of a characters background, signature equipment and even interesting parts of the terrain or environment; however, it’s also a mechanic that a lot of people have expressed confusion about or find bewildering. I can understand this, after all, being confronted with a game mechanic that relies on description and that you can feasibly do almost anything with can be a little overwhelming.
An analogy I’ve often used is the if an artist is giving a blank canvas and told ‘paint me something, anything’ it can often be difficult to get started since there are so many possibilities, however if they are given a bit of guidance or once they are over that initial hurdle it can be a lot easier to begin the act of creation. This is what I want to do with my PDF, provide some structure and ideas that can be taken and used in people’s game to speed up creation of Aspects without unnecessarily restricting the.
One of the things I’ve picked up whilst writing for Johnn Four is that he’s very much a fan of articles that provide content that GMs can take and use in their game rather than in more general advice; this is something I greatly respect since there is a lot of general advice out there (not that this is a bad thing, I enjoy giving advice on my Youtube Channel), if I’m going to create a PDF then I want it to be something that has a use.
So I’m starting to hash out what I want the contents to be and thought I’d jot down my ideas at the moment:
- A brief explanation of how the aspect mechanic works and some suggestions for incorporating it into non-Fate games. This will be the introductory chapter of the book.
- The main meat of the book will be a number of madlibs that provide a basic structure for an aspect you can then plug in words and phrases related to specific genres; each of these will be provided in tables so that people can roll on them if they want a random outcome, or they can simply make choices if they are using them as a starting off point.For example: A high concept madlib might go I am a [ occupation ] who [ event ] until [ traumatic event ]; you could then plug any number of different words/phrases into the madlib.I am a disheartened academic who researched the occult until I read from the forbidden tome.I am a savage warrior who spend years mastering the sword until my home village was destroyed by marauders.
I’m hoping that I can feature a number of tables that have general suggestions as well as some that are more genre specific; for instance, whilst there are almost as many savage warriors in sci-fi as their are in fantasy, the same is not true of sorcerors. Each of the entries in the book will have suggestions for how they can be compelled/invoked as an aid to players and GMs, and also some suggestions for tailoring them for different types of game.
Given that this is my first solo-effort in regards to publishing, I’m not entirely certain how long the PDF is going to take to write and I’m pretty much doing it as a one-man-band both because the issue with aspects is something that a number of people have mentioned to me, and also because I want to see whether it is going to be feasible for me to release more solo stuff in future. Hopefully once it’s done I’ll be posting it for purchase (on a PWYW basis) on each Leanpub or Drivethru RPG (once I’ve looked into their processes a little more).
Hope you’re as excited about this next phase for Red Dice Diaries as I am 🙂
Circuit board tree image designed by Mastermindsro, you can see the full design here; used under the Creative Commons Attribution 2.0 Generic license.
Tonight’s character/setting creation for our upcoming Edge of Empire game will be broadcast live on Twitch at 7pm (UK time), there is a short promo video below:
We’re hoping that if this works then future sessions will also be broadcast live on Twitch (and later exported to Youtube); you can catch all the action on our Twitch channel at http://www.twitch.tv/reddicediaries
You may have seen my recent post about the pre-genned characters that are going to be used in my one-off C:tL game in a couple of weeks (if not you can find it here); this evening I’ve finished writing out the backgrounds for each of the characters and have posted them out to the players (who have already selected which characters they are going to be).
You can read the backgrounds using the following links:
- Blaze BG
- Bones BG
- Hare BG
- Sway BG
- Wolf BG
I’m preparing for the Changeling: the Lost one-shot that I’m going to be running in a couple of week; in the game the five players are going to be using pre-generated characters, I’ve just finished creating them, anyone interested can find details below:
You were once a promising sports star at NYU, the local newspapers called you the “shining light of the football team”; a small ligament injury caused you to briefly lose your edge but some of your team-mates said they’d
scored something to help you get it back so you arranged to meet them at Central Park. Unfortunately it turns out something else has seen your light and it took you and your team-mates to a land of cold and pain where you burned to light the way for inhuman things, somehow you lead some other captives to a way back, they’re your team now.
As a mortician attached to the NYPD you eventually started to put the pieces together, every 10 years a dozen people disappeare from the blocks surrounding Central Park but it appeared as though someone was covering
it up; you poked a little too deeply and one night as snow began to fall and you investigated one of the disappearance scenes the Horned God came for you, spiriting you away to his land of night where your skills were put to use preparing his kills, some of whom cried out in all too human voices; then one day you found the key to free the burning man from his prison.
You used to work in Central Park, sure you’d heard the rumours about how the previous ranger had disappeared almost 10 years before and that they’d been unable to find a replacement, but you loved your job and weren’t going to let any urban legends spoil it. So one night when you heard a sound like
an animal in pain you rushed out only to see a young woman being snatched away but a horned creature sat atop a demonic horse; without thinking you tried to prevent the abduction and were rewarded by being
taken to a land of ice and snow where you became the prey they hunted.
You were one of the finest dancers touring with the NY Ballet when one glorious winter night your fiancé popped the question you’ve been waiting to hear just outside the entrance to Central Park; horns sounded in the background and for a moment you thought Mark had hired them, but it was not only Mark who your beauty had captivated, and your new suitor
spirited you both away to a land of beautiful madness. You never saw Mark again but in time you were able to use your whiles to discover the location of the key to help free yourself & some of your fellow captors.
As a bouncer working outside the clubs in the districts surrounding Central Park you normally knew when to keep clear of trouble, you could almost smell it; you never knew why when you heard the young red haired man being taken that you tried to interfere but the next thing you knew you were bounds and shackled, little more than a hunting hound. Somehow you managed to survive; holding on to your humanity and your sense of
self until the young man appeared again, now burning like fire and lead
you back to the human world.
One of the things I really enjoyed when playing the excellent NWOD games run by Amy Williams at the recent UKGE (you can read my post about that here) was the condensed/simplified version of the NWOD rules that were used; these worked great for a one-off session and are something I was keen to carry forward myself.
Since i’m going to be running a Changeling: the Lost one-off soon I decided to have a go at putting together a condensed NWOD cheatsheet to give to my players (very few of whom have played NWOD before).
You can view the sheet by clicking on the link below: