#RPGaDAY2015, Day 9: A Licensed RPG

Today’s #RPGaDAY2015 topic has the clunky title Favorite Media You Wish Was an RPG, which really translates to “What thing would you like to have licensed as an RPG?” I sort of answered this last year on day sixteen ((Day 16 was “Game you wish you owned.”)) when I went with Crimson Skies. However, recently I’ve been really wanting something set in Cherie Priest’s Clockwork Century novels.

221253I initially resisted getting into the author’s works, primarily because the geekerati ((You know, the geek media celebrities with their insulting “Hey nerds!” calls to action.)) were heavily pushing the first book, Boneshaker, and it seemed like you had to read it. It’s the hip new thing our nerdy alt-culture embraced! I wound up holding off a year before reading it and man, was I wrong. It was good. Strangely good.

See, when I exhibited at San Diego Comic Con back in 2004, it seemed like zombies were over. There were plenty of zombie things out and it seemed passe. Here we are, more than a decade later, and zombies just won’t die out. Boneshaker came around that time, with a fusion of steampunk and zombies in a walled city filled with toxic gas and it just was plain good. Once Priest went outside those walls to explore her world — more dieselpunk than steam — the series went from good to seriously interesting for me.

1137215The American Civil War had been going on for much longer than in our real history: alt-history, specifically around that war, is something that always fascinated me. I loved looking at what spin Priest put on the political situation. Texas, her own independent power, checking the South and North, occupying New Orleans and controlling the Mississippi River. Mercy working in the Confederate hospital, travelling west across a wartorn countryside. The Pinkertons and their role in the Union. Everything outside the walled city of Seattle would make for a great game. ((As an aside, I always liked the craziness of Deadlands, also set in the same alt-history period, but never enjoyed the actual game.))

Where I’m at now: I’m trudging through The Inexplicables, the penultimate book in the series. Trudging, I say, because it takes us back within the walls of Seattle — to me, the least interesting place in the world she created (I want to go outside!) — and follows a protagonist that, several hundred pages into the book, I still dislike. I’ve actually been skimming the book instead of reading, because I want to get to Fiddlehead, which is supposed to resolve the ongoing war and take place outside, in fresher air.

All while reading the series, I thought how much I wanted to play a game set in the world. However, the series has ended and the author has gone off to other writing endeavors. The time to pick this up as a licensed RPG was three or four years ago.

But I wish someone had.

#RPGaDAY, Last Year: Day 9 – Favorite Dice

One year ago today, on #RPGaDAY, it’s Your Favorite Die or Dice Set.

Huh.

How am I going to get 500 words out of that?

Over on my desk, I have my dice bag. It sits flat when open and can hold slightly more dice than a Crown Royal bag. Inside are four different sets of polyhedrals: a dark blue die set that includes a d30 (which I accidentally used one D&D game session instead of a d20 and didn’t realize until I rolled a natural 24), a green set (that I use when the blue set misbehaves), the remnants of my smoke set (nearly clear, but slightly grey dice) I used during my earlier years that is in the dice bag to share their wisdom and train the other dice to roll well, and a smaller set of clear polys in a smaller bag that my wife got me for Father’s Day last year. Also in the bag are the d10 sets I used when I ran Blue Planet. Ten dark blue (like the primary polyhedral set), ten medium blue, and three lighter blue. When the players were in a lot of trouble – in over their heads – I would roll the dark blue d10s for the “deeper waters”. Easier tasks got lighter colored d10s. I don’t think anyone noticed at the table, but I thought it was cool.

All my fudge dice (and the three dice for Happy Birthday Robot – fudge/Fate dice are great for HBR) are in another bag, downstairs in the game room. There’s the garish-colored set of fudge dice in there, along with the Dresden Files fudge dice. No Fate dice in there.

14 - 1Next to the monitor I’m typing this on, I have a one liter glass stein with almost all of my other dice. And now that I’ve written this far, I realize that my favorite die is in that stein: It’s the Ghostbusters Ghost Die.

The only bad thing about this die is the Ghostbusters symbol – the 6 on the die – was printed on a blank face (I think all the pips for 1-5 were painted on, too). All that’s left to discern that it’s the Ghost Die are two reddish smudges on one side. ((West End Games had a few other games where symbols were printed on the faces of blank dice. My copy of Assault on Hoth has several dice with blue smears on two faces and black smudges on two others.)) You included this die as one of the dice in every roll you made.

What I liked about the Ghost Die is every six rolls of the dice, something interesting was bound to happen.

Let’s say your Ghostbuster wanted to eat a phone. Beat the difficulty number and no ghost? You eat the phone. Good job. You ate the phone. Miss the difficulty number and no ghost? You can’t eat the phone and look like an idiot. Ah. But if you beat the difficulty number and roll a ghost? You eat that telephone but forgot to unplug it from the wall – this was the 1980s – and it rings, giving you a nasty shock. Fail and roll a ghost? You’ve got some very expensive and embarrassing dental surgery in your future.

It was really neat and made every roll in Ghostbusters potentially hilarious.

My favorite die: the Ghost Die.

So, do you still like the Ghost Die a year later, Thomas?

You know, I do. It helps that it’s a silly thing from a silly game that makes things even more silly. But I think it has some competition from the boost and setback dice in Fantasy Flight Games’ Star Wars line.

The way the various FFG Star Wars games work is you assemble a dice pool with green d8s and yellow d12s, which have good symbols; and purple d8s and red d12s with bad symbols; and you roll them all at once, cancelling out good and bad symbols until you find the result. It takes a bit of practice deciphering the symbols on each die’s face, but it’s an interesting system. ((For instance, the 7 face on the green d8 shows two symbols: a success in the task and a minor thing that makes things better in the fiction.)) The boost and setback dice are blue and black six-siders that are awarded to the player making the roll for things in the fiction that help out.

They’re also a great tool for filling in the gaps when the GM doesn’t know the exact rule and wants to keep play going. You’re doing something cool? Grab a boost die! Shooting at an exhaust port without your targeting computer’s help? Go for a setback die!

Easy, peasy.

I was running an Edge of the Empire game at Gen Con two years back and we had a scene were a player was shooting at a bad guy that was all tangled up with one of the good guys. Although I had run this scenario before, we didn’t have this particular thing come up. ((And I didn’t own the EotE rulebook, so no time to look up the rules beforehand. There was an EotE rulebook provided at the table, but I had no idea were to look that up.)) Wanting to keep the action flowing, we just chucked a setback die at the problem and went on.

These dice are also great for rewarding coolness at the table. Jumping off the ledge, doing a somersault in midair, then shooting at the bounty hunter as you touch down? Instead of upping the difficulty (swapping a bad d8 to a bad d12), recall that you’re trying to emulate heroic action in the movies — give them a boost die for sticking to the spirit of the genre.

Man, they’re great little cubes.

My girl likes superheroes and I want to get her into a cool supers RPG; we’ve got a few possibilities here, but I was thinking of hacking something together that’s simple. Simple is the key. One of the first things I thought of grabbing were those boost and setback dice. That’s how neat those little dice are.
So yeah. Still love that Ghost Die. But FFG’s boost and setback dice are making their way up there.

Honorable Mention: Fraternitas, from John Wick, as featured in Thirty and a few other of his little games.

#RPGaDAY2015, Day 8: Favorite Appearance of RPGs in Media

Today, on #RPGaDAY, our writing prompt is Favorite Appearance of RPGs in the Media.

I can’t really think of any, or at least any that are positive. Either they’re played for jokes, or they’re present to show the players themselves are the jokes:

INT. SHELDON AND LEONARD’S APARTMENT. DAY.

PENNY
What have you guys got planned for the weekend?

SHELDON
We were going to play Dungeons & Dragons.

[audience laughter]

SHELDON
(holding up player’s handbook)
It’s Advanced.

[more audience laughter]

BpzKLkLCMAA4f5K

Boardgames have a better presence in television. Over on Orphan Black, Runewars from Fantasy Flight Games made an appearance late in season two, with members of Cosima’s lab playing. The showrunner is a fan of the game, coordinated with FFG’s president, and went over the script with the actors to make sure they actually were (seemingly) playing the game. In season three ((I haven’t caught up yet. No spoilers, please.)), more FFG games show up. Carcassone, Settlers of Catan, and other gateway games have been seen on other recent television shows. And that’s not counting things like Geek & Sundry’s Tabletop or the celebrity game night thing that came out on network television right after Tabletop became an internet sensation.

It’s a golden age for boardgames, but we’re not seeing that with role-playing games. The closest we’ve gotten are on the Geek & Sundry shows Tabletop and Titansgrave. Over on Tabletop, they ran Dragon Age and Fiasco ((While the Fiasco episode was good, I think it’s better to compare the other two.)) ; Titansgrave was a campaign-length show that featured Fantasy AGE, based on the game that powered the Dragon Age game. But readers of this blog are probably aware of those.

4319880-6905332273-fonziThat Dragon Age episode, I particularly didn’t like. It’s an awesome example of what happens when you don’t have a social contract or good buy-in to the game you’re about to play. Pramas brings a dark fantasy game, Hardwick wants to play goofy fun dorkiness, and Wheaton just wants to have fun with his friends. After Hardwick describes his character as Fonzie, whose goal is to sleep with every woman in the setting, there’s a cut to Pramas diplomatically talking about how every group has a player like this. ((Which is complete BS, but this is a show, so rather than scream out in frustration, Chris Pramas takes the high road.)) It’s an amazingly awful start to an episode that several people believe is a good example of gaming. When I mentioned this on Google Plus, one of the responses was, “it felt like Hardwick was mocking my favorite hobby. It really was not fun to watch.” I agree.

No, the better example of gaming is the Titansgrave series, where Wil Wheaton runs a game that lasts ten episodes. ((Chris Pramas and the rest of Green Ronin were on staff to facilitate.)) There, everyone is on the same page ((Except the opening narrator, who seems to think there’s all this Foreboding and Darkness, when the game they’re actually playing is all about THE BEER!, robotic NPCs named “Keggy”, and general light goofiness in the foreground.)) and it’s a great representation of role-playing games to people who haven’t played them before. The campaign book (and the base Fantasy AGE game) sold like crazy at Gen Con 2015. I’ve heard and read so many people talk about that game and how much they’ve enjoyed the setting. I’ve got nothing but goodness to talk about that series. It’s going to be something that brings more gamers into the hobby.

titansgrave2