#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.

#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.