Monday, August 5, 2024

RPGaDAY 2024 - Barking Alien Edition - Day 5

Ya' got to have friends,
The feeling's oh so strong!
Ya' got to have friends,
To make that day last long. 




Ah, Companions! The more the merrier I say, at least in the context of tabletop RPGs.

I love creating and encountering the myriad of quirky denizens in a campaign setting and the experience is made all the better if you like them so much you form a relationship of some kind with one (or more).

It might be a mere acquaintance but they could turn into a fast friend, an informant, a business rival, a frienemy, or even a romantic interest. At the very least your PC knows someone in the world they inhabit, which gives them access to more options and information than they have on their own AND makes the universe feel more lived-in. Being able to tap your contacts as a resource when needed, is extremely beneficial. 

Now Companions, well they hit a bit different don't they? These are NPCs who hang around with the Player Characters on a regulars basis. They're part of the group, members of the gang as it were, and for the most part they're there to help. Mostly. Sometimes they are there to add a complication or drain resources but I like to think we are better off with them than without them. 

The players I game with are pretty split on their feelings about Companions.

Half of them aren't fans of NPC Companions being part of party. They don't want too much 'screen time' dedicated to NPCs. 'The PCs are the main characters. The stories should be about them.' And...it is. It always is. These players are largely complaining about an idea not being put into action. Why? Because players.

Now, I will agree that too much focus on the NPCs wouldn't be a good idea. The games we run and play should focus on the PCs for a variety of reasons. Not the least of these reasons is that the players are living people there at the table (really pr virtual). It's a good idea to include them and made them the stars of your show. They'd the campaign's strongest supporters, most active participants, and truly dedicated audience. 

The other half of my player base loves them! They love interacting with them, building relationships, and sure, they can sometimes spend a little too much time doing so. 'Too much' such that it does approach giving the Companions more 'screen time' than they should have. How does  this happen? Well, those involved are having fun. Go figure. Don't yuck the yum of another's enjoyment.

If you don't want the game to focus on NPC Companions, try engaging with the other players/PCs. If you're not doing that, don't be surprised when players gravitate towards hanging out with the NPCs.

Beyond that, trying getting in on the fun. You never know, you might make a friend.

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Barking Alien

BONUS FEATURE: Day 5 of the official RPGaDay 2024 Prompts:




Um...you got me. I got nothing. Is there an RPG with great writing? I mean, most professionally made games have decent, functional writing but great? I am not really sure how to judge this.

ALIEN by Free League is very good. I think it captures the feel of the setting and explains the rules clearly. Let's go with that. 







Sunday, August 4, 2024

RPGaDay 2024 - Barking Alien Edition - Day 4

What makes a character in an RPG a hero? Have you ever seen a PC or NPC worthy of the title?




I've seen lots and I'm sure most of you have too. Hard to pick just one. In fact, most of the PCs run by my good friends David Concepcion, Keith Conroy, and certainly Selina Wong would more than qualify.

Today though, I'd like to tell the tale of a hero I've not mentioned before. To make things even more difficult for myself I want to avoid games where being a champion of true and justice is par for the course such as Superhero games, Star Trek, or Star Wars.

Hmm. OK, I got it! Let me set the scene...

Summer Camp, 1980. Six Advanced Dungeons & Dragons (1st Edition) adventurers levels 5 to 7 have been exploring The Ruins of Castle Fengest* in search of the fabled Ghost Sword of Apotrop**. Each intends on finding the sword and turning it over to the rightful heir in hopes of gaining a great reward. 




I am the Dungeonmaster. The party consists of:

Dwarf Fighter - Rightful heir promised to ally with Dwarves against Goblin Invaders.
Elf Fighter/Magic-User - Fulfill an oath to the original sword wielder to avenge their death. 
Halfling Thief - Earn enough riches to pay off family debt.
Human Druid - Secure a region of the heir's woods as a Druid Sanctuary.
Human Fighter - Earn his place as a Knight in service of the rightful heir.
Human Ranger - Rid the roads around the ruins of bandit attacks to ensure safe travel.***

The group is most of the way through the haunted ruins of the castle and things are tense. The Dwarf is dead, the Human Fighter (toughest PC they have) is really low on HP, and everyone has taken some damage. The Human Druid has revealed himself to be a coward and mostly self-interested. 

The party is at odds on what to do. Three want to turn back or at least find a 'safe' place to heal up and two want to keep going as they're sure the sword is close. The Dwarf's voice can sometimes be heard echoing the halls, spuring them on. Is it encouragement from their departed ally or a trick of the Ghost Lord of Fengest****




A rousing speech by the Human Ranger [and the rest of the group threatening the Druid with bodily harm] gets the team to continue forward. Their next encounter is a boon, defeating several very tough skeletons and gaining a couple of healing potions.  They don't help much but its better than nothing. 

Finally, after besting a riddle trap with the help of the Dwarf's spirit, the party comes face-to-phantom with the Ghost Lord of Fengest, wielding the Sword of Apotrop! Now, the team was up against some major obstacles:

The Ghost Lord could hit the PCs with his Ghost Touch (see below under Ghost Lord of Fengest****) or very solid sword but he was intangible and the PCs couldn't do the same. Only certain spells and magic weapons could hit him and most did little damage (see below as noted).

Anyone killed in the Ruins of Castle Fengest would become a disembodied spirit, trapped within its halls forever, such as the Dwarf, the magic sword's original owner (friend of our Elf), and all the adventurers who'd come before.

The Druid went full @$$&*%#, refusing to heal anyone but himself, barely helping, and mostly hiding. 

The entire team was still low on HP, Spells, and pretty desperate. 

The Human Fighter made a decision and asked the Elf to cover him. The Fighter then downed a Strength Potion and on his next action ran straight towards the Ghost Lord and tried to physically rend the Sword of Apotrop from its ghastly grip. Doing so allowed the Ghost Lord to touch him, draining away his lifeforce as he struggled to remove the sword from the spectre's hand. Finally he managed to pull it free and tossed it back to the Ranger as the Fighter collapsed to the ground. 

The Ranger lept forth and struck the Ghost Lord with the enchanted blade, doing massive damage! The Ghost Lord relatiated but the Sword of Apotrop gave the Ranger protection against the phantom warrior's attack (in the form of a saving throw bonus to take no effects). Everyone in the party (expect the Druid) forfeited their next moves so the Ranger could strike again. And strike he did, mightly and true, destroying the Ghost Lord once and for all! 

With the Ghost Lord gone, all the trapped souls were free. The party could see many of them passing upwards through the floors, walls, and ceilings toward the great beyond. The Ranger and the others gathered around the Human Fighter but it was too late. The brave hero managed to say, "Someone was going to die today. It was either me or all of you. Fair trade I'd say", and his spirit departed skyward as well. 

The team returned to the rightful heir with the sword and their was a great celebration. The Human Fighter was posthumously awarded Knighthood. A plaque with his name adorned the barracks of the City Guard. The heir become Duke and fulfilled all his promises...save one. The Druid was given no land in his woods and was banished from the province, never to set foot on the Duke's soil or stone lest he suffer the blade. 

David P's Human Fighter. A true hero in the truest sense. 

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Barking Alien

BONUS FEATURE: Day 3 of the official RPGaDay 2024 Prompts:




From medieval heroes to modern criminals...

I get bored with the art in most RPGs these days. There's a sameyness to a lot of it. Some games do have their own more individual look and I do like those particular RPGs as a result. ALIEN, Star Trek Adventures, and Tales of the Loop (a game specifically based on the artwork of Swedish painter Simon StÃ¥lenhag) are good examples though I do wish ALIEN and STA would change up their styles a little once in a while. 

One of my favorite RPGs with great art is the Japanese TRPG 'SATASUPE', Saturday Night Special, the Asian Punk Roleplaying Game which I've discussed on the blog in the past. Not only is the art cool but its unusual. It has that Japanese Anime/Manga look and yet it doesn't. It's got a street art, funky vibe that is perfect for the game.

While a handful of artists worked on the product, the lead illustrator most commonly associated with SATASUPE is Hayami Rasenjin. Rasenjin (a pen name) is a really interesting fellow (look into him some time) but what I want to focus on is that he's drawn for dozens and dozens of Japanese TRPGs. He wrote what would have been the first Dice Fiction game (but that's a story for another time) and was a playtester on many as well. He has been a major figure in the JTRPG scene.

Anyway, I love his art in SATASUPE. Here are some examples:


SATASUPE Cover Art
Current Edition











More talk about SATASUPE in the near future.





Saturday, August 3, 2024

RPGaDay 2024 - Barking Alien Edition - Day 3

From my earliest days in the hobby I had a clear idea of what it meant to be a 'hero' and to create heroic tales. What I didn't understand was how everyone else claimed they too were playing heroes.



I started gaming in 1977 with Basic Dungeons and Dragons. It was introduced to me with the following phrase:

"It's like playing out a comic book. You create a character, go on adventures, defeat villains, and save people!"

At the 8 I was certain I knew what that meant and was excited to give the game a try. I loved comic books. I get to play a game where I create my own hero who fights evil-doers and protects the innocent? Where do I sign?

I also loved Star Trek, Star Wars, and other heroes of movies and television. My father was a policeman. The concept of a heroic character was ingrained into my mind, built upon the examples of Captain Kirk, Superman, Luke Skywalker, the Lone Ranger, and my dad.


We Can Be Heroes...Forever and Ever
We Can Be Heroes...Just for One Day


And so it was that I, and those I initially gamed with, had our characters fighting against evil, rescuing weak and helpless, and making our make believe world a better place. Our enemies were cruel, world-conquerring Clerics and their armies of the Undead, Foul Weather that resulted in floods and lost sailing ships, and the occaisional Legendary Monster bent on eating people in the peaceful village nearby. 

Then one day I had a strange experience...I played with other people. 

That's when I first learned the 'right way' to play D&D. Travel from town to town murdering any citizen who looked at you funny, steal their belongings, and go on to enter the underground homes of intelligent beings and yeah, kill them all too. Don't forget to loot their bodies! Finally, after all that, have the nerve to refer to yourself and your fellow sociopaths as 'heroes'. 

Fast forward to the present and I get it now. D&D, especially back then, was more of a game than a role-playing experience. The mechanics as written rewarded slaying monsters and finding gold as vital components of its mechanics. Additionally, the ideas presented were inspired by and extrapolated from the Fantasy literature popular in that era; the works of R.E. Howard, Fritz Lieber, Michael Moorcock, and of course J. R. R. Tolkien (though I'd argue the main protagonists of the Hobbit and Lord of the Rings are of quite a different make and model than those of the Conan, Lankhmar, or Eternal Champions books). 

Since we - my early gaming buddies and I - were not coming from that same literary background, we didn't take for granted a lot of the essential elements of D&D and other similar games of the time. We didn't kill anyone who didn't try to kill us and who could be subdued or, better yet, reasoned with. We didn't loot the bodies unless we knew they had something we needed (the key to freeing the kidnapped villagers, our weapons and communicators they'd taken earlier, etc.). Our D&D character were awarded gold and magic items by those whom we'd helped as a thank you for saving them. 

I'm sure it isn't surprising that as time moved on and the hobby expanded my friends and I largely moved away from games where unheroic actions were part and parcel of the setting or theme. The more we played Star Trek, Villains and Vigilantes, Star Wars, Champions, Mekton, Teenagers from Outer Space and others, the less we played and even thought about D&D. The closet we came to games the rewarded immoral behaviour was our occasional jaunts into Cyberpunk, Shadowrun, and a handful of others. Even there though, we often started as scoundrels and eventually turned ourselves around to do the right things for a greater good. 

Heroics are still integral to my games and I get a real rush when I see them.

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Barking Alien

BONUS FEATURE: Day 3 of the official RPGaDay 2024 Prompts:




There have been periods of my time in the RPG hobby when I would've said Star Wars D6 or some Superhero game was the one I'd played most often but that isn't true today. It is definitely Star Trek. From FASA's version to playtesting and writing for Last Unicorn Games' edition to my (presently) 8 year long Star Trek Adventures campaign, the final frontier reigns supreme. 

Superhero and Medieval Fantasy Character by combining AI with my own art and coloring. Female Starfleet Officer by Japanese artist Shunya Yamashita. 




RPGaDay 2024 - Barking Alien Edition - Day 2

I think I might have told this story before, long ago but what the heck...it's an excuse to post about one of my favorite old RPGs.




I didn't have enough money to purchase the first game I bought with my own money.

It was 1982, I was 13, and this was the first time I'd gone to New York City from Brooklyn without an adult. I was with a bunch of friends and we endeavoured to reach The Forbidden Planet, a Popculture/Sci-Fi/Fantasy super-store selling books, comics, toys, models, and of course RPGs. 

Reach it we did and there on the shelves, beside the Ampersand Game and its vast array of modules and supplements, was a box featuring a superhero and supervillain at odds. The bold colors and dynamic art was truly eyecatching.




As I do with all boxed set games, I turned the package over and over in my hands, reading the front, back, and every side. It was the back that go me really charged up. So charged up in fact, that I immediately ran over to my buddy Martin and showed him the box. I suggested we go 'halfsies', splitting the cost and sharing the contents. He was interested in it being a Superhero RPG but wasn't so sure...

I flipped the box over and in my best imitation of Ted Knight as narrator of the Superfriends cartoon voice, I did a dramatic reading of the image below.




After Martin stopped laughing, he said yes to picking up the game. We started playing it a week later and before long it became one of our most commonly played games. 

What made me buy it was pretty simple: It was the first Superhero game I ever came across at a time when I was really into DC and Marvel Comics. It was also the Golden Age of RPGs and any new game we discovered immediately inspired us. 

Up, up, and away!

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Barking Alien

BONUS FEATURE: Day 2 of the official RPGaDay 2024 Prompts:




The game I played most recently was our homebrew Hogwarts/Wizarding World game, now in its 6th or 7th year. This asks nothing else about it but I'll say it was fun but I rolled terribly. 

Next!





Friday, August 2, 2024

RPGaDay 2024 - Barking Alien Edition - Day 1

 Let's begin at the beginning with...




I could retell the tale of my start in the hobby but I've done that more than once already I'm sure. I bring it up off and on, time and again since it's a pretty good story and it explains quite a bit. How you start your adventure often influences where the journey leads.

And that makes me think...how do you begin campaigns?

You all meet in a bar

All of us involved in the RPG hobby have started a campaign...somewhere. That is to say, every RPG campaign and one-shot has a beginning, a first scene, an opening sequence as it were.

The most common way to get started, to the point of it being cliche, is to have the Player Character group meet in a tavern or spaceport bar. Very likely they'll be approached by a mysterious wizard or wealthy patron looking to hire someone embark on a perilous adventure.

As they say, cliches are cliches for a reason. The most common reason is that they have been enacted over and over across a vast stretch of time. Meeting in a bar isn't what every Gamemaster does every time (except maybe D&D Dungeonmasters - Ha! I kid, I kid) but it was used as an introduction enough times by enough people that it became the go to, almost assumed, beginning for a vast number of RPG campaigns.

Even so, we can definitely use to shake things up a bit. 

Avengers Assemble

Sometimes the PCs are brought together by an outside individual or organization. Perhaps a top ranking government agent puts the team together. Maybe they are summoned into the presence of a magical or cosmic entity who has chosen the PCs to save the world/galaxy/universe. What if the first session is simply the latest assignment given to the Player Characters who all work for a vast network of operatives and this is just the first time this group has worked together. 

Starfleet Officers meet in their campaign's first session when they're assigned to the same ship. The Watcher intervenes by assembling a group of Superheroes from across space and time in order to stop a threat to Earth 616. A Megacorporate Fixer calls upon his closest contacts - the PCs - to perform a particularly difficult and extremely profitable run. 

En Media Res 

Perhaps my favorite way to begin a campaign is right in the middle of the action. This one can be tricky if your players aren't adept at 'going with the flow' and the improv technique known as 'yes and'. When you drop the party into a later chapter of the story at the very start, they need to be flexible and adaptive enough to be OK with not knowing what happened in the earlier chapters. That and/or they need to know how to work with the GM and each other to establish what happened before as they play. A third option is to not worry about what came before at all and just treat the moment as yet another in the life of these characters. 

What's interesting about this sort opening is that the characters are assumed to already know each other. In a sense, these PCs never 'meet' but have known each other for a long time. Basically they met offscreen some time in the past and are depicted as friends and allies from the get go.

Forged in Fire

I thought I'd point this one out as I've used it a few times to great success. This idea can easily cross over with the previous two approaches but I felt it deserved its own write-up. 

In a 'Forged in Fire' opener, the PCs are forced to gather to survive under some sort of stress or duress. Things may actually begin calmly enough but at some point a cataclysm strikes and the PCs, as survivors, must team up to get out alive. The PCs may be connected to each other in some way beyond dealing with the tragedy of course. 

Imagine the PCs are all prisoners being transported to a prison or penal colony. Maybe they are indeed criminals or perhaps they are good guys captured by an evil government or villainous organization. On route to its destination, the prisoner transport is damaged and the PCs must escape before the transport is completely destroyed. Maybe they are on a spaceship and it was fired upon by Rebels or Pirates. The ship is now out of control and careening toward a planet or star. Maybe they are on a seagoing vessel that struck rocks or it was attacked by a sea monster. 

I remember one game where the PCs were soldiers on a battlefield under bombardment by enemy forces. While none of the PCs knew each other (coming from different units on the same mission) they were all there for the same reason. Now they were also all there to save their allies and get themselves out of the situation. 

Anyway, just some ideas on how to begin a game a little differently than meeting in a bar. Though every once in a while, bring that back just to shake things up after numerous alternatives. It will seem fresh or at the very least give the veteran players a nostalgic feeling. 

What were some interesting beginnings to campaigns you've played or ran?

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Barking Alien

BONUS FEATURE: Day 1 of the official RPGaDay 2024 Prompts:




No idea. Possibly the Japanese TRPG 'Mamono Scramble' but I'm not positive that wasn't December of last year. Haven't bought much new in a while other than that. 

Such a thought provoking question. *Eyeroll*