Out in one of the suburban zones of the Halcyon City metropolis Gilbert Phillps was shrugging on his trenchcoat and looking over his shoulder at the sleeping figure in his bed. When the doors had blown in at the Halcyon City High School #5 Semi-Formal Dance, the first thing he’d done had been to grab his friend and date Emma and spirit her away to safety. Once they’d gotten there, though . . . well, it had been an exciting night, long-hidden emotions had been revealed, and teenagers are teenagers. Now, though, Gil had to find out what had happened to the rest of his team. Leaving a note for the sleeping Emma, CryptoHertz opened his room’s window, deployed the flight pack that was the latest of his cybernetic upgrades, and flew off into the night (or rather, morning) sky. Continue reading Adventure Log: Masks: High Impact Heroics Pt. 7
As the doors of Halcyon City High School #5’s auditorium blasted inwards in a ball of fire and debris to interrupt the semi-formal dance, three things happened in rapid succession. First, the majority of the students present began to scream in panic and terror. Second, Gil and the Hemophiliac each separately took one look at the explosion and grabbed their dates, rushing Emma and the Sea Tarantula out a back door to safety. Third, the Lawman stood up from where he’d been knocked to the floor, drawing his revolver. Fanning the hammer he sent a hail of bullets through the smoke and dust . . . but there was an answering chatter of automatic fire. The revolver clattered to the floor as the Lawman went down, lost in the smoke and debris. The only active adult superhero and A.E.G.I.S. agent present was out for the count, maybe even dead. It looked like the younger breed of heroes were going to have to step up.
It’s July, and the Kickstarters are out in force before GenCon! Well, it was actually a fairly sparse list on the publisher front, though it’s worth noting that there’s a new edition of Chivalry and Sorcery, a supplement for the latest edition of Torg, and a new edition of Aberrant, to boot! Still, those are all editions of existing games, and Kickstarter Wonk is about the new stuff. I’ve painstakingly separated the wheat from the chaff and brought you ten games that should all be pretty solid…or at least pretty to look at.
Boer the Dwarf had been wandering in the woods for hours. He had seen fleeting glimpses of his friends, but mostly just tall trees, thick bushes, and the occasional burst of laughter in the air. In a clearing he saw a woman, wearing a cloak of feathers and astride a white horse.
“Don’t worry, Boer,” she said. “Someone will open the door soon.” He awoke, miles and weeks away from where he had slept.
Hugh had similarly been wandering in the woods, but for mere minutes. When he saw the woman, she was a little more verbose.
“We continue to walk astride the balance beam between worlds, and between order and chaos. But when you reach your next destination, you will find someone trying to open the door.” Hugh also awoke.
That’s right, the Wonk is back in the building! Today we’re getting super wonky. While my last foray into RPG theory was an examination of an old universal theory, GNS, today I’m going to be looking at a narrower component of games, and a particular dichotomy which, after some examination, I realized shapes the core of how I want to play and run games, as well as what game systems I enjoy. I’m talking about narrative, but I’m not talking about whether a game is “narrative” or not. Rather, I’m going to talk about the two types of narrative which are generated in the course of playing an RPG: Prescriptive and Emergent narrative.
Is your character really just you with a stat block? I bet you could get more out of your game if you let go of You and embrace your Character. Here are some techniques you can employ to help you bring your character to life at the table. It will take some effort, but you may find your escapism brought to another level once you get into it. While there are some practical tips in here, this is real mental and emotional work, more a deep cut than a skim.
The party made it to the castle, sending a signal flare to warn the regent of the doppelganger they were following. By the time they made it there, three of the pirates had not-Hugh in a sleeper hold, and the doppelganger’s command of language was deteriorating. The group went to see Sybil the regent, after providing some quick proof that they were not in fact doppelgangers themselves.
It was like staring into a row of funhouse mirrors out of a nightmare. Every tank Sally ‘Spitfire’ O’Brien looked in held a body with her face. According to the readouts at the base of the tanks several were deceased, each corpse looking . . . warped, somehow, by the experiments they’d been subjected to, but an equal number had life signs in the green. CryptoHertz, Sabot, Calamitas, and White Coat (Showtime had vanished by now) all kept one eye on Spitfire while they spread out and looked at the tanks themselves, trying to understand. Plague Hack’s words – no, lies – and the video he had shown her – had to have been a fake – burned in Sally’s mind as she found herself standing in front one of the dead tanks. With a blood curdling scream she raised her fist and smashed it into the tank.
Jethro saw her for the first time. In a clearing of the thickets that had occupied their dreams for so many weeks, stood a woman adorned in a cloak of feathers, astride a white horse.
“You are all getting closer. Eventually the time will come when you can decide to open the door.” Jethro shouted questions, but before he could get a reply, he awoke. While losing time was getting to the point of normalcy, Jethro had been gone for almost a week and a half, and the party was now far away from Montral’s Mine, sitting in a supply closet in the underground research complexes of the Wizard’s College of Glebhavern.
Paranoia, West End Games’s RPG of comic dystopia, has become a meme in gaming circles, one of the few games with as strong a play identity as D&D itself. Shouts of ‘treason’ and ludicrous extensions of the color-based ranking system help evoke the feel of a Paranoia session, which tends to consist of different uses of the Alpha Complex backdrop as excuses for players to find more and more inventive ways to accuse each other of treason and/or being a communist or mutant, and then kill each other. Neither West End Games nor Mongoose Publishing, the publishers of the most recent edition of Paranoia, ever did anything to dissuade this. That said, the game has been designed to allow for something a tad more sophisticated.
It should go without saying that all text from this point hence is of ULTRAVIOLET clearance! Do not read, under pain of disintegration (or if you want hidden parts of the game to stay a surprise)!