Darker Days Radio
Image by http://paintagram.deviantart.com/
Image by http://paintagram.deviantart.com/
So this weekend was the first beta weekend of the Secret World (of Alex Mack - no not really).
I was lucky enough to win a free beta key from wodnews.net which will allow me to play as one of the factions, the Dragons. Now my mate James (who has been co-hosting some Darklings with me) has already bought the life time subscription and is also playing Dragons, and also has beta access. But for the beta weekends we have to play as specific factions, and this weekend was the turn of the Templars. So in brief in the Secret World you essentially play as monster hunters and paranormal investigators, allied to one of three factions (Illuminati, Templars, Dragons). These factions fight against each other while also investigating the world for the devices, magics and secrets to win the shadow war. So this basically means that it is a combat heavy MMO that draws on the same themes as Supernatural, the World of Darkness, the X-Files, Millennium etc etc. For the beta weekend the main locations were London, home of the Templars, and Kingsmouth - a location that takes heavy inspiration from the work of H.P Lovecraft. So we have the best of British and the best of New England. We have the streets of Shoreditch and the woods of Salem. Now graphically it works well. Not too amazing right now, but the locations are filled with atmosphere (the streets of London and the red phone boxes, and the streets of a coastal town of America). Put it this way it runs fine on my laptop (Toshiba Satellite Pro L670-189 with 6 Gig RAM, and a ATi Radeon Mobility HD 5650 graphics card). So it's a year old but it works fine. So the gameplay. First up. I hate most if not all MMOs on the basis of them all requiring you to grind. Now as a table top rper that just does nothing for me. Fuck that shit! Now the basic combat mechanics is nothing special, no different to any other MMO. Select skills. Press to attack. Await cool down. Attack again.There are guns, close combat weapons and magic. There are items to equip like talismans and charms. Now that all sound not very unique. Monsters of course act in the same manner and drop shit when killed. What is different is the need to grind. So of course you get xp for killing monsters - but that is not the main way. Of course you get xp, and a lot, for completing missions. Now not all missions are the same. Some are go here, collect this, bring it back. Or go here, kill this thing, kill more, survive. But then they also have missions that require proper thought. They are quests that involve using your brains and solving riddles and finding the correct locations and items. This means that there are missions that don't rely on how powerful you are. It also means that team work is more useful to have more brains working on it. The exact same reason why I love Assassin's Creed 2. Other cool things are that clues are give as in game artefacts. So things are written on pages of the phone book. Rather than just bland text. Also the game is not level based. Instead you just buy ranks in skills as you see fit and kit out with two weapons and so you swap between ranges. So over all my experience with the game was great. Myself and my mate James essentially rped as Dean and Sam Winchester. So we had Google chat open on voice chat and were chatting through the clues as we battled our way to the next clue. So roll on the next beta weekend.
Chris is joined once more by James (Computer Games Designer and also previous member of Chris' gaming group) and Steve (See Darkling #21 where Steve and Adrian start their retrospective on Vampire: the Dark Ages) for a series of Darklings that focus on chronicle design.
In this second part they look at preparations for your chronicle and things the ST should consider when putting together the story setting.
Be sure to check us out at http://www.facebook.com/DarkerDaysRadio or our Posterous forum at http://darkerdaysradio.posterous.com/#!/. Find us also on Google Plus, Twitter, and on http://www.wodnews.net . Be sure to subscribe through iTunes!
Also check out http://www.feartheboot.com/ for more general gaming advice (and more on the group template concept), and for something more off topic check out http://kickedinthedicebags.libsyn.com/
Seers of the Throne cover art by Michael Ryan
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Hi, gang,
I’d like to get the blog ball rolling by giving you an opportunity to weigh in on the things you’d like to see covered here in the weeks leading up to the game’s release. I can’t promise I’ll be able to divulge the skinny on certain details, of course, but I can promise I’ll be receptive to your preferences, and beyond that, that I’ll be here for any discussion that ensues.
That’s what this blog’s for, after all.
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If you’re curious to hear about more than one aspect of Mummy, just give me your top two or three choices and we’ll narrow it down from there. And of course, anything I don’t get to this week will almost certainly be covered in an upcoming post.
In the meantime, here’s a look at a larger version of my avatar, since it’s cool and stuff.
Senebti!
So as an update to our loyal listeners, Mike and Kris are working behind the scenes on some cool stuff for the future.
Expect to see some more interviews, more Darklings - we have the Vampire the Dark Ages series by Steve and Adrian, and the Chronicle Design series by Kris, James and Steve. Also there is a super secret project coming out of the Chronicle Design Darkling, so stay tuned for that.
Also Kris has got back a edited version of the main bulk of the Changeling Venice ebook, so expect to see that finish off in the last few chapters. A big thanks to Katherine for the editing and Diego for the correction of Italian terms in the book.
So go listen to Steve and Adrian rant about Vampire the Dark Ages
As always please leave us comments, complaints, secret frequency ideas and praise.
Hi, gang,
So, not only is this my first WWblogs post, but it’s my first WordPress… well, anything of any kind, so I hope you’ll indulge me while I figure this interface out. In the meantime, it’s great to be here.
For those who don’t know me, my name’s C.A. Suleiman and I’m developing a Storytelling system RPG called Mummy: The Curse. It’s been a little while since the World of Darkness got itself a new core offering, and I couldn’t be happier to be shepherding this undead puppy through the process.
Fans of the classic World of Darkness might recall a game entitled Mummy: The Resurrection. That was the banner offering of the Year of the Scarab, and its core concepts revolved heavily around the metaplot that was spiraling itself toward the conclusion of all those classic game lines (a period called the Time of Judgment). I was the developer on those supplements, too, and that game remains pretty special to me, even a decade on.
That said, one thing I can tell you about this new vision of a mummy-focused roleplaying game is that it’s very, very different from the previous iteration. Resurrection was one of the few “bright spots” in the classic WoD, with protagonists who, while just as flawed as any other denizens of the setting, were the keepers of a special flame, and as such, fundamentally driven to act heroically.
Mummy: The Curse invokes a different set of aesthetics, themes, and motivations. Like the other new World of Darkness games, it’s about a return to the Gothic form of its archetype — a roleplaying experience that focuses on occult horror and dark pulp-fantasy. You play a mummy, just like you did in the archetype’s prior game iterations, but one unlike you’ve ever played before.
I’ll be posting more here as we get closer to the core set’s release later this summer, but I wanted to introduce myself and the game I’ve been dying to design since the new World of Darkness came out. This is a pretty exciting time for me, and I’m glad you all will be here to join me for the ride.
In the meantime, I leave you with a picture of a sketch an artist friend did on my arm a few days after I got confirmation from above that Mummy: The Curse would finally make the transition from a long-standing personal dream to the head-on reality of an exciting new game line.
Senebti!
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p.s. please feel free to comment on this thread with opinions and ideas and questions
World of Darkness games, new and classic, are heavily focused on social conflict. The Primogen Council manipulates others in their games to grab power and control the Prince, Mages influence mortal society so that potential humans can be brought under their control in the Ascension war, Werewolves jockey for the position of Alpha and for territory and for control over the spirits of the Shadow, Changelings watch the courts cycle from season to season and will try anything to see their court stay in power a little longer. Hunter cells struggle for some form of jurisdiction while also having conflicting practices and philosophies.
And that’s before we get to the internal politics of the player troupe. Where do we begin to put together a political game? First up is identifying the key political story of the game. This will involve two rival parties/individuals/groups at least. Example 1:Example 4:
Dimitri and his coterie helped Patric Falken get elected. However, at last moment Patrick betrayed them and set them up, having them caught, apparently having rigged the election. However, members of the Ordo Dracul have given them an alibi and in return for ensuring a true democratic election the Ordo Dracul are one more admitted to the Primogen Council.
Dimitri has also gained a reputation and the admiration of others, and has been elevated to one of the Harpies of the city. However, some of the Harpies are not happy with this, in particular those of his Clan and of the Invictus.
Dimitri has also made enemies with the Invictus, especially those who did not want Patrick elected. And there is the issue of Patrick’ betrayal.
I hope that helps give an idea about setting up a political game. Of course depending on the game many of the types of rivalries and goals can be switched around.
So I have posted up in the past how I would go about structuring a one shot game. How I would plan out the scenes and then use those as a guide to running the story and pacing the game. But what I have been asked to comment on is how to world building for such a game. That’s a tough call for a setting that may just get the one outing.
First off lets review my way of structuring the story. This could come in handy when we consider the world building.
So first up in episode design is the pitch. What is the concept of the episode and its aim? What is the Theme and Mood? What story element should be present? A pitch should be able to sum up the episode in a few sentences.
For this episode it is;
'On an island a group of people from various backgrounds must contend with the horror of an entity from the seas and the mystery that surrounds its attacks on them. Help is not possible as they are alone and so must rely on each other and their wits, or worse, use each other selfishly in order to escape.'
With that pitch done we can now think of the structure of the episode.
The episode has around 5 to 7 scenes.
So now we have an idea of scenes lets also remember that there are scenes here that can be skipped and altered mid game to suit our needs. This is merely a guide, not a set route.
OK. Are we cool with the idea of key scenes, designed to follow the ‘route of least resistance’ i.e. what is more than likely to happen if your players play the game in a paint by numbers fashion.
Now the game can be played quite easily now with the appropriate stats drawn up for the player characters and NPCs and the monsters of the game. The game can easily run, but be lacking. It could lack many of the things we want from a World of Darkness game. Primarily immersion.
Immersion is key. It makes the world the players are in credible. It makes it a threat. It makes it new and unknown. In a longer chronicle we have time to develop the setting. We have time to introduce a cast of dozens and more, all with their own agendas, creating a mash up of plots and politics. An organic setting where the NPCs react to the player actions, creating one big feedback loop of interactions, vendettas and intrigue.
But within a one shot game this level of detail is impossible to replicate. So as the Storyteller we have to keep the setting tight. restrict the show, restrict the player characters, restrict it all so that we can focus on what is important.
What can we do for such a one shot?
History. We need history. The thing that is hunting them? Where does it come from? How is it connected to the players? How is it connected to the location? A great example of the influence of history on a game is in Ghost Stories, and in particular the excellent story, The Terrible Tale of James Magnus. History colours the monsters that stalk the characters, the house in which the story takes place, and the scenes and clues that they find.
And there in that line above we hit on something very important. The player characters. For quick immersion into the one shot game pre-generated characters are critical. It means that skills can be balanced across the party of characters so that no one is ever a spare wheel. It also means that character backgrounds can be provided ahead of the game, and design too offer immediate reasons for why characters are involved in the story. Of course some freedom is required for the players. And this can be through small things. A few dots shifted around, virtues and vices swapped around, and of course players can bring their own characterization to game. They can put their own spin on the old reporter, or teenage drug pusher.
Other tips and tricks. For one shots it is perhaps the one time real investment in creating props pays off. You will more than likely use them, unlike in a normal game. The documents, and items can really help get players into the zone. Make them feel like they are there. Hell even use scented candles and the like to help get players more immersed.
Oh and music! Music helps. Like a lot! I often put together a playlist of tracks, nothing too heavy on vocals, that gives the right atmosphere to the game. Aim for about 3 hours of music, and don’t try and queue up specific tracks - that is just folly - instead just let it play on, but design the playlist to have different segments, with the soundtrack building up over the course of the game, building in tension.
So in summary;
Tight plot,
Tight control over the setting,
Critical info only - keep info dumps about the setting for longer games,
Show don’t tell - no one likes long bits of dialogue,
Keep it creepy - think Alien, think the Thing, think about those horror films that slowly crank up the fear, all through good pacing,
And finally, of course, keep it fun and fast - if you can’t find a rule just gloss over it. Such worries are for longer games.
CthulhuTech is an interesting roleplay game, as it fuses together some of the best parts of science fiction and horror. Everyone is quite familiar with the works of H. P. Lovecraft and the Cthulhu mythos. Everyone is also quite familiar with anime, in particular things like Gundam and other mecha anime series. Throw into the mix things from TV and film, such as Charlie Jade, Blade Runner, Event Horizon, and well you have quite an interesting palette to play with.
So what is the setting?
In a nutshell? Gonzo insane!
The game is set in the year 2085, with expansions pushing forward the metaplot in time. In the early 21st century a new form of science is developed. The key to this Arcanotech is the use of non-Euclidean geometry and the the dimensional sciences associated with it. Using this technology, developed at the Miskatonic University in Arkham, new power sources and forms of propulsion are created. Also in this time frame the world changes. The new form of power causes wars as fossil fuel is replaced. The UN is replaced with a new body. Mech technology is developed. Under water cities are created and a new Cold War between the West and an alliance of the Middle East and China, begins. Mechs go from being service vehicles to weapons.
But during all this dark cults are working in the background. One takes over a company, using it’s arcane research to develop strange amalgamations of demons and men. These Dhoanoids are able to shift between forms and so begin to infiltrate corporate bodies and governments. An alien race, the Migou, that have secretly lived on Pluto, are aware of the return of the Old Ones, and now have to compete with the human mastery of arcane technology. Worse they find that humans have surpassed them and so begin preparations for war with Earth. They steal technology and create a new race of soldiers from human DNA. This race, called the Nazzadi, are designed to tap into human fears. They have dark skin, red eyes and fanged teeth. This race is brought up to believe they are from an entirely different star system and the Migou designs their entire culture and form of warfare.
Human colonies from Mars to Jupiter are slowly lost and the Nazzadi invade Earth. In the face of this new enemy all of humanity is brought under the control of the New Earth Government.
But as the First Arcanotech war begins, the cults begin their great work of bringing forth the Old Ones. Especially since the war is a sign of the end times. Through their investigations new texts are uncovered. One of these, the Ta’ge Fragments, is found and relates to other beings, the Forgotten Ones. But with the discovery of these texts the cults suffer rebellion, and the texts are lost. The rebels form a new secret cult known as the Eldritch Society, and determine that the texts allow the fusion of a human with a extradimensional being. The result is a creature not unlike the Dhoanoids. Called Tagers, the Eldritch Society sets themselves against the Dhoanoids in a shadow war.
The First Arcanotech War comes to an end as the truth about the Nazzadi is revealed. Many switch sides and join humans in fighting their old masters.
While Earth is rebuilt, creating new mega cities, called Arcologies, the cults set to work finding and bringing to Earth the Old Ones. In Tibet the Ruined King, an avatar of Hastur, arrives and his cults begin to lay waste to Asia. And as the Migou launch their new war against Earth, the Esoteric Order of Dagon emerges from the seas, seeking where Cthulhu sleeps.With a war of two fronts, the Second Arcanotech War ends and the Aeon War begins. Humans are desperate to survive, while the Migou seek to destroy them and so prevent the Old One’s returning, and the cults wage both open and shadow wars. New weapons are developed. One such type is the Engel. These bio weapons are dressed to appear as mechs, while in fact they are fusions of animal and human DNA. These giant beast machines are piloted by people inserted into the creatures, with both man and beast linking mentally.
So that’s it. The Old Ones are coming. Giant mechs war in the remains of cities. The Migou have colonised the cold North and South. The cult of Hastur lays waste to China. The Esoteric Order of Dagon infiltrates and controls costal areas. And in the self enclosed mega cities the cults war with the authorities for influence, as Dhoanoids and Tagers fight their own underground battles.
So what can you play?
Errmmm.... everything and anything. Games can feature Tager’s, investigators, mech pilots, Engel pilots, arcanotech engineers, and of course these characters can be human or Nazzadi.
Now that seems very diverse. And it is for good reason. Games are suggested to focus on one type of struggle. So for example the war between Tagers and Dhoanoids should involve troupes who have characters that are Tagers and associated human researchers and enforcers. Mech battles again should have player groups where characters are primarily mech/Engel pilots and their associate engineers etc. And of course a mix of more mundane investigators, mystics, soldiers, engineers etc make for good teams for more procedural, occult investigation games. So there are different proscribed ways of playing the game.
OK. OK. We get it. Huge battles, Blade Runner like noir cities, dystopian society where drugs are legal, secret societies, bio weapons, arcane technology, mechs, alien creatures and extradimensional monsters. But what about the rules?
In a nut shell the rules are this - roll a number of D10s based on competence in the skill and attribute. Then take the highest and add to a base value to beat a target number. Now the fun bit is with cases where the dice roll up pairs, triplets etc, or runs of numbers i.e. 2, 3, 4, 5 etc. In these cases the associated dice are all added together and then added to the base. So it’s a bit like poker.
Character creation revolves round basic professions, and add to this the typical ‘Drama Points’ used for re-rolls, and also a system for insanity, we have a system that is applicable to both human sized battles and mech scale combat. to players of White Wolf games and Unhallowed Metropolis, the game mechanics are familiar, with their own twist.
So in conclusion. Great rules, an awesome, deep, and ambitious setting, and a game with plenty to offer different gaming groups. The book itself is well written, well designed, with excellent art and production values.
Now there are currently 5 expansion books. One looks in detail at Earth and their forces, another at the Dhoanoids and Tagers. Another looks are the cults of the setting and some of the minor cults, while another offers more general information and new character options. And then one book offers stories and metaplot for the year 2086