Showing posts with label Folklore. Show all posts
Showing posts with label Folklore. Show all posts

Tuesday, December 24, 2024

31 Questions for Barking Alien - Question 15

This is Question I5 of 31 and it might be my last for the month of December.

Work, life, and the holidays have gotten in the way, making it difficult to finish, let alone catch up to where I should be by this time.

Fret not! I sure won't. Not this time. 

The whole point of this endeavor you see was to light a fire of inspiration under me and it has done just that. December has the most posts I've put up in one month since back in August. Usually when I do these blog challenges I don't hit my goal and end up feeling bad about it. This has been and is very different. Here the goal was never 'to win'; I never prioritzed completing 31 answers to 31 questions. Rather, the objective was to 'get better engagement with the viewers/readers of the blog by interacting with them more and using said interactions to fuel my desire to post more often'. I feel I've accomplished that.

I've seen more responses and comments these past four weeks then I have in a long while. Again, I've also posted more this month than I have in the past three months combined! I'm mentally cataloging this as a success and it has me itching to prep for next month in advance. 

With all that, here is Question #15 - it comes from my friend Miguel de Rojas, who has my sword, my bow, and my axe but remember, I'm just lending them to you. I need them back. 

For a guy with such love for IPs and a stated interest in medieval Europe's myth, legend, and folklore (not to mention RPGs), The Lord of the Rings is conspicuously absent from your blog. Can you explain your relationship with Tolkien's works?



As Gandalf himself once said, “The wise speak only of what they know.”

I don't really know Middle-Earth. Not the way I feel I would need to in order to run it.

I discovered the Hobbit after first playing D&D and The Lord of the Rings sometime after the Hobbit. It took me a while to get through all three books of Tolkien's trilogy but get through them I did and yeah, I really enjoyed them. Those books started my interest in reading more Fantasy books of the Appendix N variety.

Thing was, there wasn't more Lord of the Rings after Lord of the Rings (at least not that I knew of at the time). At the end of the story, the tale has been told.  After the original Star Trek series there was the Animated Series, comic books, novels, later movies, and further on there'd be much more material across many different forms of media. The same is true of Star Wars, Marvel and DC Comics, and a host of other franchises.

Lord of the Rings impressed me but it was all there was to it. After a while it fell off my radar. It was never my all time favorite thing. It wasn't something that I really wanted or needed more of and that was fine because there really wasn't more to be had.

It was also a story that didn't (and to some extent still doesn't for me) lend itself to continuing. It was a set story with some unique characters and we know (largely) their final fates. There are a specific and very limited number of Mages and we know what happens to them (for the most part). Frodo (and to a lesser degree Bilbo) was rare and truehearted enough to carry the One Ring and again, he accomplished the goal of destroying it and had a happily ever after of sorts.

I mean, the LotR series focuses on 'The One Ring'. There's only one. It's in the name. We know who was part of the one Fellowship that went to rid the world of the One Ring and the events that ultimately did so.

It's what I tend to refer to as a Closed Story or Closed Setting. Star Trek, as an easy example, is an Open Setting. We learn there are other ships, with other crews, doing other things. It's inherent in the make up of the franchise's universe. Lord of the Rings feels more 'closed'; a single, specific group did a single, specific thing with a singular object. The End. Star Trek doesn't have a The End. It keeps on keeping on.

Part of that is because Star Trek is indeed a franchise, an IP, not a story. There isn't one book or trilogy called Star Trek. There will always be Superman comics. Star Wars could theoretically go on forever as well. Lord of the Rings just doesn't have that feel. 

Personally I never loved it enough to learn all the details and complicated history of its world. There are many people, including several of my gaming friends, who know far more about the setting then I. This puts me at a considerable disadvantage as a GM. I wouldn't mind playing in that world for a short while though. 

Lastly, while Middle-Earth might be influenced by European folklore and myth, it isn't Ars Magica. It's its own animal and one that I am less confident about adding my own stuff to, a key necessity when running in an established IP. 

I liked the Peter Jackson movies more than I ever did the books. I also enjoyed the animated film way back when. That's about as far as my love of Tolkien's creation exists for me today.

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Monday, January 10, 2022

31 Days / 31 Characters - KEI OKAMI

When I was in my early years of college I had an on again off again romantic relationship with a girl named Liza. We used to joke that if we weren't seeing anyone it meant we were seeing each other.

I really liked her. It could have turned into something more but for various reasons it didn't and I had to break it off. That sucked as those things often do. When I was thinking about old characters from old campaigns I started thinking about her and her character Kei Okami and decided she needed to be included in this year's 31/31 Challenge.

The character that is, not the player. Well sure, the player too but well, you know what I mean. 

This character is rather unusual and stands out on this list as a great PC from a great campaign that I had absolutely nothing to do with. I'll explain...



Character: Kei (Pronounced Kay) Okami

AKA: Kei the Wolf Girl, Wolf-Spirit Kei

Player: Liza Rodriguez 

System: Hero System, 3rd and 4th Edition
 
Campaign:
The River of Dreams

Gamemaster: Unknown. Never met the guy. 

Circa: 1989-1991

Origins: I wish I knew. Liza was clearly ahead of her time when creating this character as nowadays every Video Game, Manga, and Anime are chock full of tough, sexy, feral wolf-girls. Was she the first? Probably not and I'm sure Liza's love of Japanese Anime played a part in the creation of this character. 

Anime and RPGs were among the many interests Liza and I shared but I never actually got to game with her. As I recall she had her groups and I had mine and she played in this campaign in Brooklyn on the same day I ran one of my Star Trek or Star Wars games in Manhattan. We would update each other on the various characters and goings on in each others campaigns, which is how I have this story to tell.

Backstory: At some point during Japan's late Meiji or early Taisho Periods (roughly 1888 to 1912), many of the land's ancient spirit clans found their numbers dwindling; resources grew scarce, and their magic waned with an influx of foreigners and the expanded industrialization of the islands. It was during this time that a young, female Wolf-Spirit Bushi (Warrior) - orphaned in a past war with Humans long ago - found herself on the run from a demon known as the Spirit-Eater. Doomed to fade from the world like all the other supernatural beings, the demon discovered his power and lifespan could be extended by consuming other paranormal creatures. 

The Wolf-Spirit Girl, Kei, had been alternating between fighting and running from the demon for the better part of a day. When night fell she seized her chance to escape by making her way to a Human city along a river and disguising herself as a common Mortal. This was no easy task given her wolf ears, bushy tail, dark tan complexion (very different from the locals), and lack of knowledge of basic Human customs or manners. 

While moving along the river's edge she saw a man from the West in colorful garb performing magic tricks for applause and a few coins. He smiled at her and winked over his glasses, subtly gesturing towards a passing Steamboat. It was a large ship of Western design with lantern lights and music coming from onboard. Just then the demon - also in disguise though Kei could easily smell him - burst from a crowd of people. He was bearing down on her like a charging bull! Kei ran and believing the street magician may have been trying to help her, leapt over the railings and on to the ship. 

The demon seethed and stared daggers as the boat pulled away, disappearing into the evening mist. 

Overview: The campaign focused on this very 'New-Orleans-Turn-of-The-Century' steam powered riverboat as it traveled along 'The River' from one world to the next. Yes, you read that right. Kei met some of the boat's other passengers, all of whom were from different places and times (though all roughly within the era when Steamboats regularly traveled on rivers for the most part). 

The other PCs I can recall include:

A Cowboy Gunslinger type who was extraordinarily lucky, with both the good and bad kind being equally in play. 

A Fortune Teller/Medium who could see the future using tarot cards, speak with the dead through a seance, and had other such mystical abilities.

A Masked Superhero similar to DC Comics' Hour Man. A secret formula gave him Super Strength, Speed, and Toughness for a short time. Too much of the elixir made him go mad, giving him a slight Jekyll and Hyde vibe. 

A Mechanical Person, an advanced steam-powered automaton resembling a butler or maid (I forget which) that claimed to have been Human at one time. 

The Steamboat was owned by the Street Magician fellow whom Kei had met and who Liza described as a Willy Wonka-esque figure. The ship essentially ran itself, with no Captain or Crew aboard beyond the PCs and the Magician. 

Every few sessions the Steamboat would run a low on supplies or need repairs for some reason and dock at a port on 'The River' that could be literally anywhere. From what I can recall they once stopped at a medieval fishing town that thought they were circus performers of some kind. Another adventure had them at a late 16th century Pirate Cove. They encountered such adversaries as Unseelie Court Faeries, bloodthirsty Pirates, a Ghost Ship of Undead Sailors (late Age of Sail), and more. There was a Big Bad, a central menace behind it all that wanted the Steamboat and possibly the Magician but it wasn't a person; more like an abstract concept focused on crushing one's dreams. 

The Highlights:

The two tales I remember the best are:

Stopping at a Napoleonic Era French port, the Gunslinger met a very lovely and charming 'Lady of the Evening' and invited her onto 'his' boat, claiming he won it in a card game. She turned out to be a powerful Vampire and the PCs were pretty outclassed. Thanks to excellent teamwork and the players' own knowledge of the Steamboat's layout (including the way each PC had defined their private staterooms), the heroes were able to beat her. 

Another story involved needing to travel down the river to get a medicine to heal one of the PCs. Kei covered their escape, holding off a dozen Spanish Inquisitor Zombies pretty much by herself. She got the job done with clever moves, great rolls, and a little help from a pack of Iberian Wolves. 

Game Info:

I never saw Kei's Character Sheet and Liza and I didn't talk rules, so I can't give you much solid information on Kei's attributes and the like but there are some things I do recall. 

The system used was initially Champions 3rd Edition, later updated to 4th. All the PCs started out as 200 Point Characters, with 150 Base Points and up to 50 points of Disadvantages. I believe Attribute Limits were enforced. 

Liza described Kei as twice as strong as a normal Human (Strength 20?), able to outrun turn of the century soldiers on horseback, capable of Anime leaps of 20-25 ft. or so, and tough enough to take very limited small arms fire. She would get hurt and bleed but would likely survive. Possibly more Justice, Inc. than Champions?

Her Powers and Skills included a Heightened Sense of Smell and Hearing, the ability to See in the Dark, Regeneration (amusingly she could regenerate faster if she could lick the wound), and the ability to Detect the Presence of Supernatural Entities such as ghosts, demons, and other spirits. Kei could 'smell' an Oni or similar creature even if she could not see it. 

The Wolf Girl was highly skilled at Hunting and Tracking, Stealth, Swordsmanship, and Martial Arts. Her fighting style involved a lot of launching herself at enemies from a crouched position and leaping down on enemies from above. 

In combat she initially wielded a Wakizashi of poor quality but was later gifted with a paired Katana and Wakizashi of superior, possibly supernatural quality. She could also scratch with her clawed fingernails or bite someone with her very sharp teeth. 

Her Disadvantages included a noted lack of proper Human etiquette, being baffled by many Human devices and tools, a very short temper (though her anger was just as quickly forgotten), and a need to howl at the full moon. 




Notes:

Okami means 'Wolf' in Japanese.

Kei - pronounced Kay - is the name of one half of the famous Japanese Science Fiction duo The Dirty Pair; the other being Yuri. Kei's hair is often referred to as a 'Wolf Cut'. 

I based the illustrations of Kei on the work of Japanese Manga Writer and Artist Kunihiko Tanaka, best known for the Anime and Manga 'Fam and Ihrie: The Ruin Explorers' and the Xenogears and Xenosaga series of video games. 

Liza's group preferred Fantasy over Superheroes but preferred the Hero System over other Fantasy games. That was likely a contributing factor to the creation of this campaign. 

What's next? A trip to the 25th Century aboard the starship Relativity and a visit with its reluctant captain, LANCE GRAVITY! Hyperwarp to Maximum!

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Barking Alien




Sunday, February 28, 2021

Whistling At Night

We put on our masks
In the hope we might frighten
What dwells in shadows

-A Yokai Hunters Society Haiku



Continuing with my ideas for using the Japanese TRPG system Dice Fiction (or my take on it at least) to run a version of Yokai Hunters Society, I am leaning heavily towards the idea of building templates. 

One aspect I really liked from the original Yokai Hunters Society game (YHS going for forward) is the concept that each member of the organization wears a Mask to hide their identity and frighten their foes both mortal and supernatural. I just wish they had gone even further with it. I mean, picture a secret group within Japanese society made up of nobles and beggars, the clergy and the unclean, all equal while performing their clandestine duties as their true identities are unknown to even their closest allies. But for how long?

Then their is the choice of motif - Big and powerful Oni, sly and clever Fox (Kitsune), social yet secretive Cat (Neko), or perhaps you identify more with ghosts and monstrous beasts! This got me thinking that the players would choose a Template patterned after the Mask they wear. Each Template has a greater emphasis on one particular Attribute and Skill column or would see more unique Techniques (Special Abilities) to reflect their Mask type. 

Mechanically all Fox Hunters - YHS members with a Fox Mask - are geared towards Awareness, Illusion, and other trickery. Visually, all Fox Masks are foxes but they needn't look identical. Again, each is unique just like each Fox themed Hunter is unique as they pick their individual character's Strong Skills, Weapon of choice, etc.

Right now I have about five Attribute/Skill Templates completed: Cat, Fox, Ghost, Oni, and Tengu. I feel some may need further tweaking. Here are three examples:

The Fox


The Fox is wise and clever, as well as very sneaky. They possess both Disguise and Stealth for any sort of covert mission, not to mention the ability to create Illusions. The Fox walks the fine line between high and low society, well versed in Romance and The Arts but not afraid to walk the back alleys and dark streets. 

The Oni


The Oni is your powerhouse bruiser - Strong, tough, able to take a beating and dish one out. At the same time, they are among the most compassionate and personable, befriending old people and children. The Oni will decimate dangerous Yokai but never forgets the people they protect by doing so. 

The Tengu


The Tengu is a being of Air and Earth just like their namesake. They strike like bolts of lightning, often from above or starting out at a distance from their opponents. They have keen Insight into the thoughts of others and the wisdom and strategic skill to know what to do about them. They can be their own worst enemy, getting involved in things like Gambling and Politics but they can also be a powerful ally. 

The Techniques, as I envision them, are like Assignment Skills that can do things beyond normal levels of Human skill. Are they actually magic? I think I want that to remain unclear, even within the setting itself. They are a mixture of Feats, Special Abilities, and perhaps just a bit of legendary Power. 

What does everyone think? I am really liking how this is coming along and although my primary focus for March will he my new Mecha RPG MSV - Mecha System Variant, I will definitely be continuing with this little project as I am enjoying where this is going. 

Join me won't you?

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Barking Alien

*The title of this post refers to a Japanese superstition that whistling at night or near a graveyard would bring forth ghosts. It is believed to originate with thieves, who would whistle to alert or signal each other during night time burglaries. Eventually the act was simply deemed evil, prone to bringing bad luck and ill intent. 




Tuesday, February 23, 2021

Here's Where Things Get Dicey

Fair Warning: This entry goes all over the place but if you'll follow along I think you'll enjoy the ride. 


My previous post on the Japanese tabletop RPG system Saikoro Fiction, or 'Dice Fiction' in English, by Adventure Planning Service was posted this morning, yet it was based on a conversation I had last Wednesday and actually written this past weekend. Why did it take so long to complete? Partly it was due to the accompanying illustration and the sample Attribute/Skill Grid I put together. 

Mostly though, it was because I did some addition research, had some thoughts, and got feeling truly creative again. Between my original twitter conversation and now I've been incredibly inspired in a way I haven't felt in a long while. I think the last time I was honestly this jazzed about gaming ideas was when I ran our Red Dwarf/Yellow Sun campaign using the ALIEN RPG. 

What follows - both in this post and over the next month - will be a breakdown of a series of ideas that have come to me, not all of which flow in a straight line. I will do my best to organize them into some kind of order. At some later point, when the ideas are largely out of my head and on paper/screen, I will likely compile some of them into a book of some kind. I can even see a sellable product coming out of some of them. 

To begin...

I am really intrigued by Dice Fiction and its Attribute/Skill Grid but one of the things I noticed when building a sample one was that with six Attribute columns and eleven Skill rows, the total number of Skills in sixty-six. 66! That's kind of nuts. It was really tough coming up with 66 names of Skills and what they might possibly be used for (or why one might be used as opposed to another).

I propose a 6 x 6 grid which would result in 36 skills. I also think that not every PC in a given game has the same 36 Skills. Creating different grids enables PCs to cover areas other PCs don't which not only allows for greater character customization but also enables you to make Templates not unlike those found in Star Wars D6. In a given setting its possible everyone has Dodge or Melee Weapon under the Attribute 'Prowess' but not everyone has the same special abilities, magical skills, or martial talents under their 'Technique' column. I believe some of the official Dice Fiction games do work this way.
 

Sample Attribute/Skill Grid for my Dice Fiction version
of the RPG Yokai Hunters Society


Now here's where my first idea comes in; a few weeks back I downloaded the game Yokai Hunters Society from the amazingly cool itch.io website. A neat, rules-lite game of masked, Meiji era Japanese folks battling demons, ghosts, and spirit monster against the background of the political and social change prevalent in Japan in the late 1800s. It has some similarities to a number of Anime and Manga series, notably the extremely popular Demon Slayer: Kimetsu no Yaiba, as well as numerous Japanese live-action TV shows and Movies in the Horror genre. 

Wow! I mean, seriously right up my alley, right? What a great idea for a game. Only...I don't love the system. Very simple, almost too much so, with not a lot to sink ones teeth into. It is functional, even fun, but a little lackluster for my tastes.

If I apply the Dice Fiction rules to the setting, I think I have something. Something really interesting that I can see being used for a long term campaign.

First though I am thinking of fleshing out some of the 2D6 vs. Assignment Skill mechanics with conditions or points that would allow for rolling with Advantage or Disadvantage. For example, an Enchanted Sword that gives you Advantage on your Melee Weapon/Sword so that you need to beat the Target Number on 2D6 but roll three six-sided dice and take the highest two. Meanwhile, if injured or perhaps cursed by a Yama Uba (Mountain Hag/Witch), you might roll three six-sided dice and take the lowest two.

I am definitely going to work on this and flesh it out a bit more. In addition, I will be posting both a more detailed overview of the basic Dice Fiction game (based on my research) and this alternate Barking Alien version I am developing. 

This leads me, indirectly mind you, to another idea I have. While it has nothing to do with Dice Fiction, it was looking into that game that reminded me of my age old love affair with Anime, Manga, and RPGs with an Anime/Manga influence and flavor. I miss running our very Japanese influenced games of Cyberpunk 2020 and Space:1889, not to mention games like Mekton and Teenagers from Outer Space. 

I figure it's about time I made one of my own.

Stay tuned...

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Barking Alien

My apologizes to the creator of Yokai Hunters Society, Chema González, who did an excellent job with the writing, illustrations, and layout. Clearly impressive enough to inspire my own take on the game.
 
Also an apology to Nate Treme, who created the Tunnel Goons rules used in Yokai Hunters Society. Again, fine rules, completely workable, but they just didn't grab me personally.  




Saturday, January 9, 2021

31 Days / 31 Characters - 'DUSTY' DIBBS

I've only ever run one ongoing campaign in the Western genre, The Legend of Boot Hill. Strangely, while I've mentioned it on this blog a few times, I've never dedicated an entire post to it. I'll need to remedy that sometime this year.

I ran The Legend of Boot Hill campaign way back in 1979 or 1980 and it was so perfect, such a great campaign, that I can't imagine I'll ever match or surpass the pure awesomeness of that game. If I can't see running a game that good again, why bother?

Additionally, while I don't dislike Westerns, my interest in them doesn't come close to my interest in many other genres. The end result is that the pull to run a Western just isn't strong enough to overcome the fact that I don't feel I could do it justice anyway. 

All that being true, there is the case of Virgil 'Dusty' Dibbs and his tales of the Odd West...





Character: Virgil Dibbs

AKA: 'Dusty'

Player: David Cotton

System: Odd West - A Homebrew system of my own creation. 
 
Campaign: The Adventures of 'Dusty' Dibbs

Gamemaster: Adam Dickstein 

Circa: 2010-2012

Origins: Sometime around late 2009 or early 2010 I was discussing RPGs with my good friend David Cotton (who passed away in 2020) and the conversation turned toward games we'd always wanted to play or run but hadn't for whatever reason. There were very few I could think of honestly since, as I've mentioned before, if I want to run a game I do. I find a way. 

The closest thing was a Western game, one like my old Boot Hill-But-Not game from nearly 30 years prior. I told him all the reasons I conveyed to you in the opening of this post. Funny enough, David said he'd love to try a Wild West game, especially if it were crossed over with other genres as I have described my Legend of Boot Hill game being. 

The next time a free game day came up, one where we weren't scheduled to run or play any of our regular campaigns, Dave and I sat down to play a homebrew I'd put together for that very occasion. I dubbed it 'Odd West'. Just me as GM and him as the sole player and PC. It went really well and over the next two years whenever there was a glitch in the usual schedule, we turned to Odd West.

The character himself is largely inspired by real life African American US Marshal Bass Reeves, thought by many to be the basis for the Lone Ranger. His name was originally Dane Dibbs but his first name was changed to Virgil when we realized Dave already had a character with the name Dane. Funny enough, years later he would name his Mobile Suit Gundam RPG character Dane Bradley. Dave liked the name Dane I guess. 

There were really only half a dozen sessions of this 'series' but they were really cool, memorable, and yet another reason I miss Dave.




Backstory: Virgil Dibbs was born the son of two former slaves who escaped the South sometime around 1840, eventually making their way to Philadelphia, Pennsylvania. Dibbs would join the Union Army in the fight against the Confederates at the young age of 17 and impress both his White Commanding Officers and fellow Black Soldiers with his marksmanship, resourcefulness, and uncanny luck. 

Whispers and rumors of Dibbs' luck spread as only such stories can and before long many who saw the young man thought him to either be favored by angels or having made a deal with the devil himself. He would leap into a ravine without looking only to land in a convenient pile of soft leaves. He made shots too keen for the Human eye at too far a distance. Riding last among his unit, his horse would clear terrain that threw the riders of horses but a moment behind him. How had they not seen that ditch? How had it not felled Dibbs?

Following the Civil War, one of his former commanders, now a US Marshal, introduced Dibbs to a man named Wilfred Wesley, a law enforcement officer of the US government in charge of a rather secretive branch that dealt with the paranormal. Wesley had collected numerous accounts of Dibbs and his lucky escapes, impossible aim, and nick-of-time saves. Believing Dibbs to be among 'The Gifted', Wesley offered him a job as a special sort of lawman. Dibbs agreed on two conditions: A portion of his pay went to help his family and their community back in Philadelphia and Virgil had some say in which assignments he undertook. Wesley agreed and rest in history. Well...legend...

Overview: The adventures of Dusty Dibbs all began the same way...I would open with Dibbs walking or riding into a town as I spoke a narration in the form of a letter to Dusty from Mr. Wesley. The narration would detail the place Dibbs was heading to and the reason why he was being sent there. Something along the lines of, "Mr. Dibbs, I hope this letter finds you well. I am writing because the owners and lumber workers at the Pine Bay Logging Company have reported a most unusual and hazardous animal in the vicinity of their camps, one that seems consciously determined to upset the White and Red Pine industry vital to our nations' development..."

Dibbs would then investigate, often befriending at least one person directly connected to the situation and with their aid, get to the source of the problem and attempt to solve it. On one occasion that involved fighting a 'Timber Baron' and his thugs as well as the 'Fearsome Critter' (a class of North American folklore creature) whose home territory they'd disturbed. In another instance he had to appease the Rain Spirit of the local Indigenous People who had become so upset it was flooding a section of the Great Lakes Region with an unending downpour. 

The Highlights:

I remember that the first session - the aforementioned scenario with a logging camp under attack by a Hugag - was reminiscent of an outdoor 'Die Hard'. Dibbs started by avoiding the owner of the camp and his heavies, periodically hunting them down and picking them off one by one as the Hugag wrecked the logging operation all around them.

I remembering doing a ton of research for the second (maybe third?) session we ran, which involved a 'Thunder Spirit' of the Kickapoo tribe. A week of torrential rain that was flooding Lake Eerie and a town along its coast was attributed to the anger of this otherwise benevolent entity. Dibbs apparently had some positive dealings with Native Americans in his Civil War days and was considered a friend to the local Kickapoo. It turns out a misguided young man had complained to birds in the area about the lakeside town. The birds conveyed his message to the sky and the Thunder Spirit enacted revenge on the young man's behalf. In the end, Dibbs had to protect the man from the townsfolk while also getting him to apologize to the birds and spirit for blowing things out of proportion. A lesson was learned by all. 

Legacy: As I've already said, doing a Western the way I want to isn't easy but is extremely rewarding when it works. It's hard to convey the balance between the real and the supernatural I am envisioning when I set up to do a Wild West campaign. This series of adventures leaned far more heavily into the mystic and paranormal than my original 'Legend of Boot Hill' campaign but it still maintanced that 'distance' between the 'real world' and the 'world beyond'.  

Dibbs hasn't been seen since 2012 and my other Western campaign concepts in triple that time (except the Red Rider - more on him later this month). Perhaps that should be reconsidered. Maybe there is a future for this peculiar vision of the past. 

Game Info: Odd West, the game I used to run this, was a homebrew, a strange mixture of D6 dice pools and Poker. I looked for my notes but couldn't find anything showing the system. As best as I can recall, the key element of the character mechanics-wise would be coming up with a way to invoke his 'luck power', either by giving him 'Luck Points' that could be spend to alternate/manipulate the outcome of a situation or a limited number of rerolls per session. I prefer the former of course. 

Next up, set coordinates for Amaro Highport at Aequine and initiate the Jump Drive! Look who survived character creation! It's none other than Doctor EMIL FUJIKAWA! See you soon Traveller. 

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Barking Alien





Thursday, August 6, 2020

RPGaDay Challenge 2020 - FOREST



Ah, the Forest. A once breath-taking and often foreboding word used to describe a land environment dominated by a dense collection of trees, bushes, and other assorted undergrowth. Thought by early Humans to be a separate world unto itself, the haven of foul beasts and wicked faerie, now reduced to the generic, uninteresting, green and brown backdrop to untold thousands of Medieval Fantasy campaigns. 

Oh how the mighty have fallen. And yet, if the forest falls in the annals of gaming history and no one pays attention, does it make a sound?




As you may know (and even if you didn't until now), I have no great love of Medieval Fantasy. This is in part because it rarely feels Medieval or Fantastic. Forests are a perfect example of this. When was the last time you and your party were frightened to enter a Forest?

Forests have become less of a metaphor for the unknown and more a mundane locale and a rather boring one at that. They've lost their mystique and it isn't especially surprising that this has happened. From our perch high up in the aged and experienced oak of modern times we peer down on the hazy, mist filled woodlands of yore and chuckle to ourselves thinking, "I can't believe I was so young, so naive as to be frightened of the natural world."

People of today, which we all are, believe ourselves masters of the Earth and we no longer view nature, particularly forests, as something unknowable. That is, unless you're actually in one.

On a recent outing to upstate New York with my Mom I had the pleasure of seeing an outdoor sculpture exhibit known as Storm King. While the majority of the Storm King statues and abstract constructions are placed in the middle of vast stretches of low grasslands, a few are hidden away just off the well traveled paths of the art center and even in the deeper woods surrounding it.

My Mother and I trekked across the 500 acre region, climbing hills and ducking under low hanging tree branches but when it came time to leave the road and go into the forest, well, we did it as long as we could see the road from where we were. 

When actually presented with the forest, the ever pervasive maze of trees, shrubs, leaves, and grass with no clear trail outlined in the dirt, it is just as beautiful and as off-putting to us as it was to our ancestors. The dappled light, rustling canopy, and shaded patches of toadstools and wildflowers bring forth the same feelings of mystery and wonder to today's adventurers as they did for those of old for whom folk tales are undoubtedly still told.

I say, bring it back my friends - return the green to it's rightful glory! Add a touch of fear and fascination, depth and desperation to travels through the woods. Bring the ancient forest back to life so they are appreciated now, before it is too late and they are gone.

“Voices in the forest tell of dark and twisted enchantments - as dark and twisted as the roots and grasping branches of the trees themselves. Even the most gnarled tree is eloquent in the telling of its own tale.”

- Brian Froud, Illustrator and Concept Artist.

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Thursday, June 30, 2016

BUSHIDO* - THE DESTINY OF SHINTO

My good friend, and Google Hangouts GM Keith Jacobson requested a Campaigns I Have Known entry on my most memorable Japanese mythology/folklore inspired Fantasy game. Funny thing is, one of the fellows in that game just recently posted a 'Remember This...?' entry on my wall on Facebook.

Well that's too much of a coincidence to ignore.

I've run a number of games set in a mythical, feudal Japan, but my preeminent one was Shinto No Unmei, or 'The Destiny of Shinto', back in 1988-89. I used Bushido, the Japanese Medieval Fantasy RPG classic by Fantasy Games Unlimited, although modified as noted below.

Campaigns I Have Known
Proudly Presents...

BUSHIDO
SHINTO NO UNMEI

The Mechanical and Creative Influences
for this campaign:

Bushido (FGU)
Land of the Rising Sun (FGU)
The Dagger of Kumi (One of my all time favorite animated films)


Title: BUSHIDO - SHINTO NO UNMEI

System: Bushido* (Fantasy Games Unlimited) - Additional Rules from Land of the Rising Sun (FGU), and House Rules.

*In truth, this campaign used a kitbashed system of my own making that was about 80% Bushido. The remaining 20% was a mixture of simplifying what was in the core rules, adding bits from Land of the Rising Sun (also from FGU), and a few house rules. The overall effect was, as I recall, very detailed while remaining highly functional.

 
Circa: 1988-1989. There were roughly a dozen sessions, each lasting 8-10 hours. For reasons related to scheduling conflicts we were never able to complete the climatic final battle and finish the campaign.

Sad panda.

Player Base: There were five players, all male, ages 18-20. All the players were present for all the sessions, and unlike a lot of my other games, there were no guest players, or characters.

Characters: I remember most of the characters from this game quite well, which in, and of itself is very interesting. Granted, this game was not as long ago as some of the others I've covered in the recent past, but I think it's more than that. This campaign was just that good.

Katsuhiko Otomo - Gakusho Shinto Priest / Shugenja (Played by Joe V.)

Katsuhiko Otomo was a Shinto Priest, or Gakusho, who initially hid the secret truth that his priesthood was a front for his real vocation - a Shugenja/Mage.

If I remember correctly, Katsuhiko was indeed trained as a Shinto Priest from the time he was a very young man. His ancestors came to him in a terrible dream, wherein they charged him with a quest to find a Ronin Samurai (Yoshi Yamashita) whose destiny would shape the future of Japan. Otomo was gifted/cursed with mystical powers to help him achieve this goal.

Katsuhiko was always the voice of calm, and good sense when the world around the PCs seemed to be spiraling into madness. At the same time, he was the most Human of the player characters in attitude, manner, and deed. He could be scared, get frustrated, and liked good food, drink, and a warm place to sleep when it was available.

Otomo avoided violence whenever possible, but could fight quite well with his Tetsubo (a knobbed bo staff/club), and various mystical powers, and spells.

Moki No Shingun - Neko Hengeyokai Kensai (Played by Eric F.)

Moki No Shingun (Moki of the March - Specifically 'Shingun' refers to a 'military march' or 'the coming of an army') was a strange young man with green eyes, and an oddly, eerily graceful way of moving. When first encountered, he was thought to be a commoner Bushi, a local warrior for hire. 'Moki' had developed a bit of regional renown, as he had defeated several bandit gangs with his enchanted sword, a very old tachi blade.

Like Nakagawa, and Otomo, Moki decided to join Yoshi Yamashita on his journey back home following the death of his uncle the Daimyo. It was implied that Moki may have had another reason for going as well. Something like, "I've been meaning to head that way. I would travel with you if you wouldn't mind the company."

Over time we learn that Moki No Shingun was a man of many secrets, including that fact that he was not really a man at all. Moki was a Hengeyokai, an animal spirit (in this case a cat) who could assume Human form. You could also become a seemingly normal cat, and with some effort and expenditure of Ki, a hybrid form with varying degrees of transformation**.

In addition to supernatural abilities from his status as a cat spirit such as amazing reflexes, balance, night vision, and stealth rivaling Nakagawa's, Moki was a Kensai, or 'Sword Saint'. His enchanted tachi was not enchanted at all. Rather, he spread that rumor to hide the fact that he had a number of Ki powers that could be channeled through his sword (or which needed a sword as a focus).

In one particularly awesome sequence, Moki and Shogu had taken a short cut through a forested area to come out behind an enemy. Yoshi and Katsu had taken the long way around the woods by traveling the main road. When Yoshi and Katsu arrived to enage the villain, they were surprised to have gotten there first.

It was taking an unusually long time for Moki and Shogu to get through the forest, which was peculiar since this was the short cut! Eventually, Moki used the Spirit Sight of his cat eyes to see that a curse had been placed on the forest. As they moved through it their speed bled away. Like a dream where you run, but go no where they were quite literally 'wasting time'.

Evoking the power of his Ki, and placing part of his spirit into his sword, Moki sliced through the curse, seemingly swinging at nothing, but in actuality 'cutting their time in half' (the player's description/explanation). Shogu and Moki then burst from the woods behind the enemy forces to see Yoshi and Katsu approaching from down the road.

Moki was an excellent swordsman, possessed of numerous special abilities as mentioned, and a decent hand-to-hand combatant. With not as proficient with martial arts as the other warriors in the group, he made up for it with remarkable speed, acrobatic skill, and the occasional claw attack.

Moki's full story is never completely revealed unfortunately. My idea, based on clues, suggestions, and other elements of the story was when the enemy forces summoned supernatural aid to assistance them with their plans, the Shinto gods sent Moki to level the playing field as it were.

Shogu Nakagawa - Profession Unknown - Definitely NOT a Ninja
(Played by Nelson M.)

Hailing from a small fishing village on the river, Nakagawa claimed to be the last survivor of a flood that had killed his family. Impressed with the wandering Ronin Yoshi Yamashita (and he with Shogu), the two quickly became allies if not friends (not right away anyway). Nakagawa decided to tag along with Yamashita on his journey to avenge his uncle, the former Daimyo.

Shogu had an interesting skill set that made him at once very useful, and at the same time difficult to categorize by way of profession, and station in the setting's society. At first he seemed to be a beggar from a fishing village that had fallen on tragedy. He could fight  very well unarmed using martial arts, or with a sword like a Bushi (a Warrior, or Soldier). He was quick, stealthy, knowledgeable about the woods, and knew various pyrotechnic tricks that lead some to believe he was a Shugenja.

Eventually, the group determined Nakagawa was an entertainer; an actor or performer of some kind trying to make a living off his skills. One thing was certain of course - since Ninjas were fictitious bogeymen long gone from the world, Shogu was definitely NOT a Ninja (an ongoing, in game line said as a running gag by one player, or another at least once every session).

The truth of course was that Shogu Nakagawa was very much a Ninja. He was the last surviving member of the Dark River Ninja Clan. A mysterious patron had hired the Dark River Ninjas to defend the Daimyo against an attack that was known to be taking place later that evening. The Dark River Clan, the Daimyo, and all his bodyguards, and forces present were killed in the attack.

It is unknown if the patron was honestly sending the Dark River Clan to help the Daimyo, but they were overpowered, or if it was all an ambush set up by the mystery employer.

Nakagawa primary weapon was a Tanto (Japanese samurai short bladed sword, or long knife). He would later use a Ninjato / Tanto combination, oddly mirroring Yamashita's occasional use of the traditional samurai pairing of the Katana and Wakizashi.

Nakagawa used a mixed martial arts style that was part Kung-Fu, part Jujitsu, and part Karate. He perfected the 'Flying Dragon Kick' - a devastating, Ki-enhanced, running leap kick.

Yoshiyuki Yamashita - Ronin Samurai (Played by David C.)

Youngest male of the Yamashita Clan, nephew of the great Daimyo Masao Yamashita. Yoshi was off delivering a message to Yamashita Clan allies when his uncle's fortress-like home was attacked and invaded. Word reached him while he was passing through a small town on his way back.

With his uncle dead and his father having passed on when he was a young boy, Yoshiyuki was now technically Daimyo of the region. Since he was not present when the Daimyo and his fortress fell, those familiar with his clan colors and emblem but who did not recognize his face assumed he was Ronin - a masterless samurai at best and at worst a coward.

For a short while he hid his identity and excepted the Ronin label to avoid the culprits of the attack targeting him before he could get to the bottom of what had transpired. Surviving brigands and assassins on his way back home, Yoshi befriended a wandering priest (Katsuhiko Otomo), a vagrant performer (Shogu Nakagawa), and a peasant bushi (Moki) who all decided to join him on his journey.

Evidence at the site of what could only be described as a massacre seemed to point toward foreign invaders, but the clever Yoshi, with the help of his new friends, soon realized this was a ruse.

Whomever the attackers were that slew his family, his clan-mates, and sent the region into chaos, they were not Buddhists, Chinese, or anything of the sort. They were Japanese, cleverly but cruelly trying to frame foreigners. In addition they had brought with them a supernatural element. They were evil, pure and simple, and they needed to be vanquished.

While skilled with the paired Katana and Wakizashi combo traditionally attributed to samurai, Yoshi more commonly utilized an Odachi, a long or 'great' sword that predated the Katana. This was especially true after he found the enchanted Odachi dubbed 'Ashita' (Japanese for Tomorrow).

Yoshi was also adept at martial arts, focusing on karate, judo, and an early form of aikido. He created his own close quarters fighting style patterned after Chinese Kung-Fu which he dubbed Mongoose style. It primarily consisted of very quick, short punches that started low on the opponent's body and then moved upwards towards the neck, face, and head.

Synopsis: I'm sure you can piece together a good bit of the campaign from the character write-ups, but to consolidate and simplify...

While on a mission to deliver a treaty agreement to his clan's potential new allies, Yoshi Yamashita, youngest adult male of the Yamashita clan, discovers that his uncle Masao, the regional Daimyo, was killed along with most of his family, loyal retainers, and samurai.

Yoshi immediately vows to return home, only to discover rumors have been spread explaining his absence at the battle that destroyed the Yamashita Clan as cowardice.

Travelling in disguise as a Ronin, Yoshi crosses paths with a wandering Shinto Priest named Katsuhiko Otomo, a strange Bushi called Moki No Shingun, and a beggar and performer named Shogu Nakagawa. Together they journey to the fortress home of Yoshi's uncle, which begins an intricate mystery as to who attacked and why.

Without the Daimyo's influence, the area quickly erupted into chaos, with numerous enemies and allies alike attempting to take control of the countryside. Only the Ikeda Clan, old and wise, stayed out of the competition - ready to assist whomever came out on top with the transition form the old order of the day to whatever new status quo resulted. Eventually clues and later hard evidence pointed to the Ikeda clan as the instigators and orchestrators of the entire predicament. Also, it seemed they had a supernatural ally, a Witch who may have been possessed by a Demon, or perhaps been a Demon herself.

With the help of his allies and the pure nature of his heart, Yoshi Yamashita showed his true identity as a man of loyalty, honor, and leadership. He assembled a volunteer army of mercenaries, commoners, and peasants and lead them against the Ikeda clan, and it's allies.

The final battle between Yoshi and the leader of the Ikeda clan, as well Moki and Katsuhiko versus the Demon-Witch, and Shogu of the Dark River Ninjas against the leader of the Fire Mountain Ninjas was, sadly, never run. It is one of my deepest, hell one of my only, gaming regrets.

***

In addition to the Action/Adventure Cinema nature of this campaign, it was also one of my first to go a little deeper and tackle social, political, cultural, and even religious ideals and issues. While there is definitely a focus on the hero's journey here, The Destiny of Shinto was also about more than that.

A lot of the game had a sub-context that asked, "What happens when a society and culture changes - whether from within or without due to outside influences?"

Are we better off changing and adapting with the times or do we fight for our established traditions and beliefs?

Although set at an indeterminate period in Japan's history, it is definitely a time one can roughly estimate with careful observation. Japan is aware of China in the campaign and the threat of 'foreign invaders' (as well as being the foreign invader) is very real. Buddhism is depicted as encroaching on the old ways of Japan's Shinto culture and religion. It is initially framed as foreign, different, and perhaps dangerous but eventually it is clear it isn't 'evil'. It is simply a different set of beliefs.

The death of Masao Yamashita and the 'old' Yamashita clan must be avenged by Yoshi, who seeks to carry on the memory and traditions of his ancestors. At the same time, Yoshi adapts to the changing times better than his predecessors. He does things his way. He doesn't lose who he is or where he came from, but he doesn't dwell in the past either.

Appendix N: The source material found in Bushido and Land of the Rising Sun was actually some of the best, most accurate material on Medieval/Feudal Era Japan ever produced for RPGs. Lee Gold, who wrote much of Land of the Rising Sun, would later go on to do GURPS Japan, another fantastic resource.

In addition to the games themselves I found information and inspiration in several books on Japanese culture, mythology, folklore, and religion in a number of libraries and Japanese bookstores (only one of which remains in New York City - Kinokuniya Books. Sadly Asahiya Books and Zen Oriental Bookstore are both closed).

Additional resources included Osprey Books, Akira Kurosawa films, and numerous Japanese Anime/Manga, especially The Dagger of Kamui, a huge favorite of mine. It really set the tone for much of the game.

Finally, I had two very special consultants on the campaign. One was a young Japanese woman I was friends with who was born in Yokohama (I believe). She only lived in New York during the school year, then returned to Japan in the Summer. I think her father was a diplomat, or something. The second was a friend of mine who was half-Japanese. He was an aficionado of Samurai era Japan.

Bonus Features:

I wanted to use as much, and as accurate, Japanese naming as I could (which wasn't easy in the days before the internet) but my 'consultants' really helped in that regard. That's true for any of the Japanese words we used, from meaning to pronunciation.

Dave and Nelson had been in a few games together.
Dave and Eric had been in a number of games together.
Eric and Nelson had been in games together.
Joe had been in games with Dave.

This was the first campaign I can recall where all four of them were PCs in the same game at the same time.

I didn't own a copy of Bushido at the time, nor Land of the Rising Sun. I borrowed a friend's copies in order to develop the campaign.

The phrase, "He's NOT a Ninja", in regard to Nelson's character Shogu, began honestly and naturally. The other PCs really didn't think he was playing a Ninja, but couldn't figure out what his profession was. When it became clear he was indeed a Ninja, we established in game that Yoshi had convinced himself of the delusion that his good friend could not possibly be one of those terrible, not to mention mythical, assassins.

Anytime some plays a Ninja or Ninja-like character in any games, of any genre, and part of the conceit is that they are hiding that fact, the phrase "He's NOT a Ninja" is uttered by someone in the group in the exact same way we said it back in 1988-89.

**Moki No Shingun could change himself into a 'Catman', though more often he only changed a part of his body. He was more likely to be a man with cat eyes, clawed fingers, padded feet, or have Anime style cat ears. I only recall once or twice where he did a full, hybrid transformation.

I apologize for the lateness of this post.

Originally done on June 28th, and edited on the 30th, I meant to post it that Thursday due fell asleep. I've not been sleeping well again recently - more so than usual I mean - and it's thrown off my posting plans. Hopefully this was entertaining enough to be worth the wait.


ありがとう楽しい時過しなさい

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Monday, August 31, 2015

Fall Preview

Viewership is back up here on Barking Alien, showing that the old adage is true, 'If you post, they will come.'

Frustratingly vague though it was at times, doing the RPGaDay Challenge this year was fun, and completing it renewed and re-energized my desire to blog, just as I'd hoped it would. Hopefully, I can keep up the momentum going into the fall season, which is one of my favorites (that, and winter).

I have a bunch of mini-themes planned for the next few months. Largely it's just things that have been on my mind, and I needed a way to organize my ideas, while simultaneously motivating myself to post them. I'm not going to be especially strict about each theme, and you'll certainly see posts unrelated to each month's focus.

I thought I would give you some teasers though.

Shhh. The trailers are starting...

September is Funny at Barking Alien

The theme for September is Humor, and Comedy RPGs are going to get some much needed love here at Barking Alien. It's all in honor of the premiere of the first prime-time series in almost twenty years to feature my favorite fuzzy, felt covered stars, 'The Muppets' on ABC, beginning September 22nd!




Expect new material for The Muppets Role Playing Game*, some play reports about old comedy campaigns, and some new comedy game ideas for Hunter Planet, Toon, Teenagers for Outer Space, and more!

Psst. Hey Play on Target. September would be a great month to discuss Comedic RPGs, and get a certain guest on the program. Don't believe me? Check out what fans have to say!

October is Spooky at Barking Alien

What better month than October to talk about Ghostbusters, more about my Alien Dread idea, and perhaps finally lock down my original RPG Unfinished Business. Plus, it's an excuse to discuss a little frightening faerie folklore, and perhaps even some Fantasy.


 Illustration by Francesco Francavilla


Barking Alien discussing Fantasy? If that doesn't spook you nothing will.

November is Super at Barking Alien

November is looking like a job for Superhero gaming! A subject near, and dear to my heart that I sadly haven't done a lot lately. At least, not in a big way (which is the way I like doing it).

By the time November rolls around, we'll have seen the new season episodes of Flash, Arrow, the new Supergirl series, Agents of SHIELD, and more. We'll also have all the latest comic book news from New York Comic Con, which occurs in October.


  Mutant 009 - A Cyborg 009 / X-Men Mash-Up
by Thomas N. Perkins.


With all that Superhero goodness bouncing around, I'm bound to come up with some new Supers ideas, and insights for running, and playing Superhero RPGs. Be there! Nuff said!

December is Out of this World at Barking Alien

There is a certain little film coming out in December that has peaked my interest. Perhaps you've heard about it...




Yessiree Boba! In honor of Star Wars: Episode 7 - The Force Awakens, I will be posting some ideas, memories, and even art for the Star Wars D6 RPG by West End Games that I speak of so fondly.

December is also the month in which our three year long classic Traveller campaign finally draws to a close. I will be discussing that, as well as more details on my plans for our new Traveller campaign, tentatively scheduled to begin in January.

A Very Merry, Science Fiction, Holiday Season is coming your way this December from Barking Alien.

All this AND Thorough Thursdays is back starting this week!

As always, if there is a question you'd like to ask, a subject you'd like covered, or you simply want to say hi, feel free to comment anytime.

Are the leaves changing color yet? Are they?

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*Which is Unofficial. No Money is Being Made. It's Just For Fun. Please Don't Sue. ^ ^;