The Secret World - Review #thesecretworld

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.

Darker Days Podcast » Blog Archive » Darker Days Radio: Darkling #22 - Chronicle Design Part 2

Seers of the Throne

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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More Mummy: the Curse

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.  :)

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!

 

Reanimation - Whole host of things in the works

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.

Mummy: Arisen - From White Wolf Blogs

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!

 

Fresh ink, yo

Darker Days Radio Episode #34

Darker Days Radio Episode #34

Dave "Laser Sword and Jetpack" Brookshaw

Mark, Mike, and Chris join White Wolf freelancer David Brookshaw as he attempts the world record of "Longest Darker Days Episode." The crew begins with the mailbag and then gives its thoughts on White Wolf's new V20 Companion kickstarter. Chris treats everyone to the disturbing tale of Robert the Doll, straight from the history of Key West. From there we enter into a lengthy Q&A with Dave, discussing everything from Greeks in Space to Mage to More Mage to Vampire to Changeling. It's a doozy.

We end the episode with a very special farewell to longtime host and podcast founder, Mark. Good luck man!

Be sure to check us out at http://www.facebook.com/DarkerDaysRadio or our Posterous forum at http://darkerdaysradio.posterous.com/#!/. Be sure to subscribe through iTunes!

V20 Kickstarter:

http://www.kickstarter.com/projects/200664283/v20-companion-deluxe-edition

OWbN Hour of Power podcast:

http://www.talkshoe.com/talkshoe/web/talkCast.jsp?masterId=31339&cmd=tc

OWbN Girls podcast:

http://soundcloud.com/meredith-gerber/owbn-girls-podcast-eddy-webb

Dave's Broken Diamond Actual Play:

http://forum.rpg.net/showthread.php?279847-Actual-Play-Mage-The-Awakening-The...(contains-Reign-of-the-Exarchs

 

 

 

 

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p.s. please feel free to comment on this thread with opinions and ideas and questions

Setting up a Political Game

    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:
   
    The Carthian Prefect is dead. A political fight has begun for the new Prefect. There are two obvious choices amongst the Carthians, and each has their own base of supporters who are attracted to each candidate’s policies that they will implement if they take power. One wants to keep the status quo but to shake up the city Primogen Council, while the other wants to totally overhaul the city power structure and remove the Primogen Council entirely.

    So there we have the start of the political game. And we now have some new hooks for the players and for other factions within the game.

    First up the candidates will be wanting to influence the player troupe. Why? Because it is fun and get’s the players into the politics. It can be in small ways like being invited to a political rally or meeting, more direct ways, such as being bribed/coerced/blackmailed into supporting them, or major ways, such as being employed to help in the their political campaigns.

    Next up there are the other factions that will be interested in the outcome of such a political rivalry. They can be smaller rivals in the battle. Third, fourth and fifth parties that want to be elected but do not have the same political might (yet). These are internal influences. Then there are external influences. These are from groups and people from other factions who want to have the political fight play out to their benefit.

    Example 2:

    The Carthians election has other candidates. They offer policies and benefits that are either too extreme or not important enough to sway the supporters of the main candidates.
    Now  of course there are the other Covenants. The Carthians are a major faction in the city and in fact essentially rule the city. The member of the Invictus see this election as their chance to bring down the Carthians, and help those candidates that see as most likely to cause the most chaos within  the ranks of the Carthians. The Invictus are not the only faction that have an interest in what happens. The Circle of the Crone and the Lancea Sanctum and the Ordo Dracul,  and in fact any other Covenant or independents in the city are interested in seeing hte election play out in a manner beneficial to them.
    Now we can leave it like that or we can get more complex. Each of the  other Covenants have their own internal politics. That means members of the Invictus can end up helping different Carthian candidates etc.

    So we have the candidates, their supporters, their other rivals, and those that have a interest who wins the political fight. We could leave it like that. It is all laid out before us who is helping who, who wants who to win, and so as a result we have a tangled web of who are rivals and who are not, and who are rivals indirectly and who are allies without realising it. But lets muddy the waters even more.
    Politics revolves around philosophies, in theory. One person believes his approach to a problem is better than an other’s solution. But politics get tainted  by personal issues. And this really starts to mess things up as political battles get  diverted and become more about enacting revenge upon another.

    Example 3:
   
    The Lancea Sanctum is lead by a bishop who was the protege of the previous Cardinal of the city, back when the Lance held power. The Cardinal was murdered by his childe during the uprising that led to the Carthians taking power. The Cardinal’s childe, a Carthian, took the position of Chairman, a sort of Prince of the city. The bishop knows that under the Carthians things have in fact been better in recent years, as the Carthians allow their members to attend Lancea Sanctum mass, and in turn members of the Lancea Sanctum can have a say in the city politics by being allowed to elect the Clan Prisci. However, the bishop has an old score to settle, and would rather see chaos amongst the Carthians and the Chairman deposed, even if it would mean the Lancea Sanctum would be at the mercy of a new Invictus Prince.

    Once we have some sort of structure for the politic we can start filling  in the names and personal history of these people and factions. Some characters and factions may need a fair amount of detail, others, perhaps just a few bullet points.

    The next stage is of course using all this in play.  The worst things for player immersion is to feel like all this politics is just a farce for rail-roading the game. The players should be allowed to feel like tey have some sort of influence over the political struggle. It could be as small as ensuring that friends of their voted for a particular candidate, or that their campaign trail failed because they made too many enemies. Ether way the setting should feel organic and that all actions have a reaction, that all deals have strings attached, and that everything has a price to be paid. They may have threaten people into voting for the right candidate, but the result is that they now a a small faction of people who see them as threats in the long term. Some may want revenge, and also the losers of the election may see them a being new enemies. Others may realise that the players have become important in influencing certain portions of the city and so which to remove them before they even become direct rivals.

    The key here is that those in power can offer power, remove it from others below them, eliminate rivals, and abuse it. Those savvy of such affairs, or even just lucky may find themselves gaining power and influence, or perhaps they lose what influence they had. Rivalries may end and new ones begin.

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.

C0012253_0311161

 

Running a One Shot

    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.

  1. This scene is the setup. Character introductions and the establishment of the location and any form of weirdness, but nothing to crazy, just something to spring on the more observant characters.
  2. Escalation of the plot.
  3. Further escalation and introduce the threat.
  4. Escalate the mystery and allow for a degree of investigation.
  5. Further threat, and now introduce a degree of urgency in the plot.
  6. Further investigations leading to finale
  7. Finale, final threat and conclusion.


 

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 - Review #cthulhutech #review #rpgs

(download)
Strange Things in the Strange Aeon
 

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