#RPGaDAY, Last Year: Day 11 – Weirdest RPG Owned

Weirdest RPG owned is today, last year’s #RPGaDay topic.

Okay then, let’s talk John Wick’s Thirty.

Note: I’m going to spoil the ending to that game. Stop reading and experience the magic firsthand.

19186I’ve never really picked up any of John’s big games: 7th Sea, Legend of the Five Rings, or even Houses of the Blooded. Everything I have of Wick’s has been his little games. Thirty is the closest thing to one of his big games, but it’s not. It says so in the name, which truthfully is Thirty: A Little Game about a Big Secret.

It’s also not one of his little games, either. This is a full on campaign that’s guided from point A to point B all the way to point L. No deviations, sir.

And you can’t play it over the internet. You have to play it at someone’s house at a table where you can look each other in the eye and hear each other breathe.

This is a game about the Knights Templar and what happened to them and the treasure they guarded. You play Knights, right on the eve of the destruction of the order. The Inquisition comes for you and the hidden treasure of the Knights Templar, but when they arrived, thirty knights were missing. That’s who you are: the thirty Templar Knights, carrying a secret treasure. And that’s all you know when you sit down to play.

What then, do you think the game is about? Knights, in disguise, forced to hide within 14th Century Europe, safeguarding a treasure or secret from those who would wrest it away from them? Something like that. Whatever the specifics, it’s pretty obvious you’re playing the guardians of a secret treasure and trying to keep it safe from some villains (and possibly prove to the world that the Knights Templar are the good guys).

That’s obvious.

You’re wrong.

You’re the last thirty Knights, that’s true. You’re the guardians of the secret treasure of the order, that’s true. But the campaign starts with you, on horseback, riding out of the main Templar stronghold towards Heaven to confront God.

They encounter a battlefield where a fight has begun an eternity ago and continues forever. They encounter Wotan on the tree. They pass through The Forest. There’s a passage through the Underworld. There’s a passage through Santa Monica Boulevard, which is equally perilous. There is more and more, and it’s all from John Wick, written about the time he joined the Freemasons, and it’s full of occultism and belief systems and religion and Religion and at the end the remaining Knights of the original Thirty come face to face with God.

Do you want to know what happens when they meet God? Do you?

I will tell you.

But you should stop reading now.

You really should. It’s the closest thing to real magic you may ever experience and I’m going to ruin it for you.

I’m writing these few lines to give you enough time to turn back, turn away, just as the Knights should have.

This is how they meet God.

This is why Thirty is the weirdest RPG I own.

You were warned.

The Knights awaken with the moon overhead, sitting on a dirt road in the woods. A paved driveway winds through the trees, past a low stone well, and up towards a pale yellow house. Lights are on inside. The Knights are still in their knightly garb. Their companion shakes their hands, tips his top hat, and steps back saying, “I do not envy what you are about to learn… but… I do envy the power it will give you.” He points to the front door. “Go there. Knock. Then wait.”

The players at the table have their characters walk up the driveway. They climb the steps. And as the players tell you they are knocking at the door – there is knocking at your front door.

Behind the magic: You have an accomplice that is outside, with a cell phone. You call them as the Knights arrive to meet God. They listen to the players. When the players say their Knights knock at the door, you know what happens.

From the book: “Your players will probably jump. If even for a moment – if even for a moment – the lizard part of their brain makes the connection: holy shit… ourcharacters just knocked on the door!   – if they make this connection even for a moment, you’ve accomplished something no book, TV show, or movie can accomplish. For that moment, your players will be stuck, as Neil Peart put it, between Sun and Moon. The space between wonder and why. That place we were in when we were kids, listening to the story of a haunted house while sitting in the very room where that murder took place. Sitting out in the woods, listening to the story of The Hook…. If you do it right, your players will be talking about it for years. Good luck.”

The game continues. The Knights enter your house. They Knights meet their creators.

And then they continue their journey.

#RPGaDAY2015, Day 10: Favorite Publisher

Today’s #RPGaDAY2015 topic is Favorite RPG Publisher. That’s simple. My favorite RPG publisher is the one that pays their freelancers a good rate and in a timely manner. When that’s done, it’s a signal that a company not only values their employees, they value their entire work.

It’s disappointing this is my answer.

It’s disappointing that there are enough publishers that delay payments, act in bad faith, or are actual charlatans that we can actually define a subset of game publishers as “the ones that actually pay their contractors”. But you know what? It’s true.

Just to single one of the companies out that I’ve worked for, Magpie Games is great. I’ve been working on products for them for over a year and a half now and they’ve consistently fantastic about prompt payment, at times bugging me for an invoice so they could get me paid! This is a three-person operation working on products that have small print runs, compared to an industry that has smallish print runs. Yet they can get their freelancers paid, quickly. They’re one of my favorite publishers. ((It doesn’t hurt that put out good stuff, either! The Fate Core and Apocalypse World systems are among my favorite game systems. Magpie Games has been doing some neat stuff with those two bases recently.))

I’ve experienced and heard of good things from other companies, too many list (and I’m afraid that I’d accidentally leave someone off, implying that they aren’t a good player in our industry).

OLBHv4

But if we’re not talking about how a company treats their employees and freelancers, what other metric can we use?

How about how the company’s public faces behave in public?

Let me tell you why I love Evil Hat Productions.

Several years ago, they published this game, Spirit of the Century, and this one guy does a review of the game. Dude was extremely negative in his review (if I recall correctly, purposefully so). Dude generally hates games that deviate from the 1970’s style of D&D roleplay and gamers that like games he doesn’t. ((I’m painting with a broad stroke here.)) It’s a reason to crap on a game while disguised as a review.

Evil Hat directly responds: “Thanks for taking the time to review our book. Sorry you didn’t enjoy it.”

So Evil Hat, one of my favorite publishers.

swf02-twileksnowspeederMaybe it’s not that. Maybe it’s which publisher publishes your favorite stuff? Or which one made your favorite game? Or which one has a constant output of new stuff, continually making your game better and better?

Too many choices. Too many ways to answer the question. Fantasy Flight Games has amazing art direction (and game mechanics) in their Star Wars games and has a steady stream of supplemental materials. Dog-Eared Design has the one game and when they went for a Kickstarter campaign for the new edition, they didn’t add on a bunch of goofy stretch goals. ((Which I found rather refreshing.)) Too many things competing for “favorite”.

What criteria would you use to determine a “favorite” publisher?

#RPGaDAY, Last Year: Day 10 – Favorite Game Fiction

One year ago, it was Day 10! And the topic for #RPGaDAY back then is your favorite tie-in novel or game fiction.

Oh gods.

Please, no.

I dislike most game fiction and haven’t read a tie-in novel for any game since maybe the Shadowrun 2 days. In my hazy recollections of game-based novels, it feels like one could hear dice clattering in the distance as the author tells you how awesome his character is, no really, he’s really awesome. Just look at him. He even had sex with the hot elf chick near the end of the book, how awesome is that? (Answer: really awesome.)

51Lue8uqnpL._SX258_BO1,204,203,200_Now, I love me some Shadowrun and I’ve always liked their books because they incorporated game fiction in a way that wasn’t just two to six pages of short stories. Most sourcebooks featured in-game information that was player-friendly, presented as files uploaded to a website, followed by a game rules section that showed how to use all that stuff in your game. The first section was full of ShadowTalk, comments on the actual datafiles you were reading, by other characters in the game world. There would be arguments, tangential discussions, and corrections of “facts” in the “real” datafile. There were recurring characters showing up in the sourcebooks, all with their own unique voices, style, and perspective on the articles mentioned. It actually made the game world feel larger.

A bonus: You didn’t have to sift through six different short stories and hit one or two whose writing style you absolutely hated.

The unique voices became lost in later years. By the time we reach 5th Edition, certain ShadowTalk comments read like the same author putting different names on the comments. It lost a bit of the magic. ((It also starts to seem like every commenter is someone’s Shadowrun character, which means they’re awesome and let me tell you why…))

But back in the SR2 era, there was the Aztlan sourcebook, which starts as a datafile about Azltan/Aztechnology that includes an entire secretly-recorded conversation cryptically commenting about that datafile in standard ShadowTalk format. But no, that is not the file you are reading. You were reading the leaked file with the secret cabal’s comments in it and everyone is now commenting on the datafile and the cabal’s conversation. Not only that, but some members of the secret cabal came to this leaked file and made their own comments about it.

It was amazing crazy nuts. There were so many clues to the ongoing metaplot (we were in the early 90s here) in that one sourcebook. So many answers. So many new questions. It was great.

But it wasn’t Bug City, which starts off with about fifteen pages of in-game material: chat room transcripts, photographs, and quarantine flyers.

>>>>>(Not everyone was paying attention, but this is how it started.)<<<<<

shadowrun_bug_city_chicago_wallpaper_by_m3ch4z3r0-d51zqtb

The first half of the book was all in-game information with lots of speculation, added notes, commentary, and stuff from a travel guide to Chicago from 2028, almost three decades ago. The actual game rules section starts on page 126. Tons of notes from inside the game world about what’s going on (and what people think is going on) for the first three quarters of the book. Bug City was immersive and amazingballs and I picked that sourcebook up from my local Hastings, not knowing anything about Shadowrun, and took it home and read the hell out of that thing and wound up getting into the whole bloody game.

So yeah, that’s great game fiction there.

Honorable Mention: Unknown Armies with her multi-page short story in the front of the book, handwritten I think, that really sets the mood for the game. But I didn’t buy nearly everything in the UA game line, so I’ve got to go with Bug City.

What about today, Thomas? Is Bug City still your favorite game fiction bit?

Oh gods, yes. I just went through the Universal Brotherhood handout that the players are supposed to read in the middle of Missing Blood, and man, the SR2 era was fantastic for that sort of stuff. I just did (am doing) layout work on three different RPGs that have in-universe artifacts in their books, and while they are neat ways to convey the feel of the game setting to the game’s players, none really come close to the ShadowTalk elements in those SR2 books. Those SR2 books are presented something like contemporary wikis, with their markup and discussion/talk pages. While it’s neat to see things like Dresden Files with post-it notes and handwritten things in the margins, it doesn’t feel as if you’re reading a printout of a conversation that just happened a few minutes ago. ((Especially with post-its and index cards printed in game books because those should logically be covering up something, right? So why can’t I move this card out of the way and see what’s underneath? There’s got to be something obscured.))

If I weren’t biased by having Bug City drawing me in, I’d go with Aztlan. It’s layers of neat stuff.

And if I had a copy of Graham Walmsley’s Stealing Cthulhu, I suspect it would be my favorite. That book’s all sorts of tricky.