Showing posts with label The Twilight Zone. Show all posts
Showing posts with label The Twilight Zone. Show all posts

Friday, September 16, 2016

Lights Over A Bowl of Dust

Wednesday evening I covered for our regular Kapow! GM Keith, who runs an excellent Superhero RPG campaign over Google Hangouts. Actually, he's been doing it a good two and change years now.

Periodically I run something with the same group, usually when Keith is unavailable for some reason as was the case this time. This past week and next he is moving and so I stepped in with a planned two-parter.

Originally I had intended on running my Ghost Story RPG, 'Unfinished Business', but I decided to wait. A suggestion on a setting time and place by one of the players (Thank You Carl!) gave me a moment of Gaming Epiphany and I switched gears to another long time game idea I've always wanted to try.

Instead of a Ghost Story, I went with a UFO/Mystery/Period Piece set in the mid-1930s. The game had odd though overall effective pacing (I'll elaborate in an upcoming post) and generally went over very well. I am really happy with how it turned out.

Here's a session recap...


Act I


Oklahoma. The Dust Bowl. September 1936.

Years of drought, and dust storms have turned the great plains of America's heartland into a desert. Salt of the Earth farmers do the best they can to survive. Many abandon the state, and head west to California. President Roosevelt works to address the hardships of the struggling homesteaders as his New Deal plans seek to pull the United States out of the economic difficulties of the Great Depression.




On a lonely stretch of Route 66 between Oklahoma City, and Tulsa, Mr. and Mrs. Hildy and Archibald Dunkirk stop to fix a flat tire. Hailing from swank society Chicago, the married Reporter and Photojournalist duo have been covering the dust storms and the effect they've had on the fine people of the state of Oklahoma. Unfortunately, one such storm, a real doozy of a humdinger, is right on their heels.

Enter Deputy Sheriff Milton Stokes, out on the road looking for travelers stranded by the rough conditions. Getting reports of high winds, brush fires, and peculiar lights in the sky, Stokes comes upon the couple and tries to lend a hand.

Meanwhile, blues guitarist 'Albuquerque One-String' Simon comes upon the group. Taking the bus when he can afford a ticket, hitchhiking when he can't, he sees the people and cars ahead and tries to make a break for them before the devil of dust storm catches up to him (and them as well). He wants their aid and shelter in one of their vehicles, but he also wants to warn them just the same. Momma Simon taught her son right.

Simon is facing the storm and sees it a'coming clear as day, even though it is nearly dusk and the muted hues of land and sky make it all bleed together on the horizon.

Deputy Stokes and the Dunkirks realize trouble is truly brewing when the wind picks up out of nowhere, roaring to life, and drowning out all other sounds. Stokes runs to his car to report back on his location and that he's trying to aid some folks, but after a few moments he loses the conversation to static. The sky grows darker and the headlights of his car flicker. The Dunkirks' own car radio gets louder, then inaudible, then back to normal in a blink. At normal decibels it is completely drowned out in the din of the wind.

Albuquerque is getting close, so he shouts as loud as he can, but they just can't hear him. He waves his arms frantically and Hildy sees him in her car's rear view mirror. Taking off her reporter's hat, she dons a scarf, or kerchief, and long gloves, then rushes out to help the poor fellow. Archie sees her and knows he must go to his wife's aid (or he'll simply never hear the end of it)! Stokes focuses on finishing fixing the tire. When he's done he runs over to see the rest of them have formed a Human chain, attempting to pull Simon towards the police car.

Just then, a low flying plane, like a crop duster, sails just over Stokes' head. He can see some sort of light coming from underneath it. He can not hear it at all. Even with the rolling thunder of the wind, the plane seems quieter than a church mouse.

Stokes grabs the bumper of his car with one hand and Archie Dunkirk's arm with the other. Archie grabs Hildy. Hildy grabs Simon. Simon holds on to his guitar for dear, dear life! The Storm Arrives! Everyone is pelted in the back (Simon in the face) with sand, grit, dust, and debris. As the mysterious aircraft flies overhead, Stokes catches sight of another object some fifty feet up in the rapidly darkening evening. It looks like a ball of orange fire...

The storm is caught by a terrible cross wind and what seemed like it couldn't get worse, does. A wide tornado of gravel, dust, and dry grass forms around the group. For a brief moment - the blink of an eye - the beat of a heart - the group seems buffeted by wind, but relatively safe in the eye of the whirlwind.

Just as suddenly as it formed, the massive dust devil POPS! A thunderously loud explosion overhead breaks up the dust storm, slamming all the people on site to the ground, flat on their backs, with such force that they are all knocked unconscious...

End of Act I

Our players and characters are...




Hildegard 'Hildy' Dunkirk, Mrs. - Reporter, The Chicago Eagle - Chicago, IL (played by Melinda S.)

A spunky, good girl with a heart of gold and a bank account to match, Hildy Dunkirik has the epitome of both a 'high society debutante' and a spirited, big city reporter. 

'Roughing it' in the rural wastelands of depression era Oklahoma, she nonetheless strives to tell the honest, Human side of the the Dust Bowl's situation. 




Archibald 'Archie' Dunkirk, Mr. - Photographer/Photojournalist, The Chicago Eagle - Chicago, IL (played by Stephen H.)

Likewise born with a silver spoon in his mouth (but one not as shiny as Hildy's), Archie Dunkirk has been given the opportunity to pursue his interest in photography. With a brave demeanor and a talented eye, Archie has managed to become well known and respected back in Chicago for his gripping photos that powerfully depict the plight of the common folk.

Archie is bit of a klutz with any machinery or equipment other than his trusty camera and photography gear. Nobody's perfect.




Simon 'Albuquerque One-String' Simon - Blues/Jazz Musician - Albuquerque, NM
 (played by Carl E.)

Born and raised in Albuquerque, NM, Simon Simon (Momma was a good woman but none too creative) grew up poor and largely uneducated. A self-taught guitarist with a second hand guitar, One-String Simon made money doing odd jobs and playing in dive cafes and on the street. 

One day, Albuquerque received a letter from a famous musician in St. Louis asking him to join his band for a spell with the possibility of hiring Simon full time. The musician had heard Albuquerque play while passing through One-String's home town. The fellow was the leader of a blues band of some notoriety and Albuquerque knew this was the opportunity of a life time. 

Packing up all he had (which was basically his hat, his guitar, and his one good suit), Simon alternated between bus, train, and hitchhiking to get where he needed to go.




Milton Stokes - Deputy Sheriff - Oklahoma City, OK (played by Mark O.)

An Oklahoma native and life long resident, Milton Stokes is an honest man doing an honest job for honest folks. He can't stomach it when folks in need go without. That's why he does what he does I reckon.

Stokes native status means he knows the people around these parts like he knows his own shadow. He's on a first name basis with all the bus drivers, the milkmen, the mailmen, the farmers, and the old lady who runs the motor lodge up around Sand Creek way. 

When strange things start happening around the area, rest assured Deputy Stokes is on the case.

***

A storm, dead car batteries, a midnight rescue by a bus driver and his charges, an out of the way motor lodge, strange radio signals, and a series of lights in the sky later, and this eclectic group of strangers seem to have uncovered a mystery that grows stranger and stranger as the night wears on. The Dust Bowl is empty of water, but it might very possibly be full of...something out of this world.




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Barking Alien






Monday, January 6, 2014

Unfulfilled Promises

I am purposely not making any resolutions this year.

I always feel bad when I don't meet the resolution goals I set and even worse when I forget what they were all together. This holds true for gaming and this blog as well.

Last year (and in years prior as well) I promised to continue and/or complete a number of projects I simply haven't gotten around to. Muppet Mondays, Supervillain Sundays and completing the A-to-Z Challenge, completing the NaGaDeMon Challenge and Unfinished Business and mini-projects like The Storyteller, The Twilight Zone and probably a half dozen others.

That Sid and Marty Kroft game ain't making itself...

For this year, I intend to do a few things that I really want to do but I am making no promises. Consider these 'Low Resolutions'.

Here is what I hope to achieve with this blog in 2014:

1) Muppet March Madness Month II. I really want to update the games mechanics a little now that I've actually gotten the chance to playtest it with a large number of different people. Some things works, some things can be improved a little and there are still a lot of ideas I haven't gotten to explore. It is here that I will complete The StoryTeller RPG and add some additional concepts I've been considering. I've got a lot in store, not to mention the fact that the new Muppets motion picture, Muppets Most Wanted, will be out that month.

2) I want to Complete The A-to-Z Challenge in April this year very, very badly. I did it only once and after that drop the ball each time. Last year I only did 16 entries. The year before I didn't even bother. I'm not sure how to do it without getting bored or getting overwhelmed with other stuff, which is what usually happens to me around April. Hmmm. Maybe make it a Star Trek theme. We'll see.

3) Do the NaGaDeMon, National Game Design Month Challenge, next November. While it would be awesome if I could finally finish Unfinished Business, I am making no guarantees. I will do something. Just...something.

4) Posting More Often is a simple but major goal for 2014. I was really happy when Charles Akins, of the increasingly intriguing blog site Dyvers, included Barking Alien on his Great Blog Roll Call list, complete with a short but positive review, but bummed to see he listed it as being updated "About ten times a month". When I looked back at my average over the year and realized how accurate that was, I felt kind of ashamed. I can do better than that. I have a lot more to say and I will find a way to say it.

5) I Will Try Not To Start What I Can't Finish. I don't want another post of this nature next year. Expect fewer new projects this year in favor of going into depth on those subjects I love: Star Trek, Superheroes, Muppets, Traveller, Comedy, Star Wars, Mecha/Giant Robots, general Science Fiction gaming and Medieval Folklore will provide the core content.

That brings me to a few minor "sub-resolutions":

A. Talk more about Star Trek RPGs since I am running a new campaign.

B. Talk about Star Wars gaming. I can't believe I've done so little of that and played it so often.

C. Comprehend Pathfinder. One of my players is going to run it and I am switching to the role of player for that campaign. Will I survive? Will he?

D. Podcasts. Listen to more and if at all possible, do one. This is high on the 'I want to!' list.

E. I am thinking of going back to an old hobby of mine that actually made me some money. I have a hankering to build Japanese Mecha plastic model kits once more. I used to build them, kitbash and customize them, paint them up and sell them. I always kept a few around to inspire ideas for Mekton, so don't be surprised if that happens this time around as well.

Well, that's all for now.

I have a numbers of ideas for posts in the pipeline so maybe come back tonight and see if there are any updates.

Laters,

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Wednesday, November 6, 2013

Submitted For Your Consideration

UPDATED!

 


You are about to enter another dimension,
A dimension not only of sight and sound but of mind.
You're moving into a land of both shadow and substance, of things and ideas.
A journey into a wondrous land of imagination.

Next stop...


 
 
Obviously I don't have enough on my gaming plate right now with Traveller, Pendragon, my NaGaDeMon project and finishing The StoryTeller. I need to suddenly get obsessed with another game concept. If I've said it once, I've say it a thousand times; My brain doesn't know how to stop coming up with ideas for RPGs. Sometimes they're even good. Like (I hope) this one.
 
Like the Muppets, Star Trek, the Smurfs, Futurama* and of course, Sid and Marty Krofft**, The Twilight Zone is one of my long time IP obsessions. I have seen all the episodes a few times over, largely thanks to the annual Twilight Zone marathons that show on the we-can't-spell-Sci-Fi channel. Long before there was such a channel, there were local stations that did the same thing, usually around Independence Day, New Years Day or Thanksgiving.
 
Nothing says "I love America", "Happy New Year" or "I am thankful for this food" quite like a society of monsters thinking a pretty girl is horrific.
 
As with anything I like that is not already an RPG, the first question that springs to my mind is, "How do I make this into an RPG?"
 
I can think of two ways:
 
The more traditional approach would be to create a series of PCs in a modern or period setting (the 1950's or 60's perhaps) and have them investigate strange, surreal happenings in a manner not too different from Call of Cthulhu characters or PCs in a game of Chill or Stalking The Night Fantastic.
 
While that would certainly be the easy way to go, it might not be the best way. It certainly doesn't take into account all the myriad story, character and setting possibilities a game based on this particular show could cover.
 
My second and preferred approach therefore is to have each player control one or more 'Actors'. An 'Actor' would be a PC with some set stats and abilities perhaps but with a skill set that could be swapped out and changed for different knacks and knowledges appropriate to the 'Episode' or adventure session.
 
Thinking a bit further, maybe 'Actor' isn't the right name for it. I imagine character types or templates like 'Average Joe', 'Girl Next Door', 'Reporter', 'Hobbyist' or 'Soldier'.
 
If the session involves a Reporter on the front lines in World War II investigating strange lights in the sky, than the Reporter would gain some skills for surviving combat and the Soldier would be tailored for trench fighting, for example. In a small town haunted by an old wives tale about not playing near the reservoir or 'Missy Green will get you', the Soldier becomes a cop or a fellow back from the war. The Reporter becomes a local man working for the town newspaper and the Girl Next Door a School Teacher or, a Girl Next Door I suppose.
 
Any and all of these can be modernized but I think if I ran The Twilight Zone as an RPG I would want that period feel and would never set any scenario too close to the invention of digital cameras and smart phones. Once you have present day computers you open up a can of worms. Still, the themes and concepts in The Twilight Zone are essentially timeless. Perhaps I would go modern once in a while after all.
 
Mechanics wise, well that's when things get a little harder. I have thought about going back to the one RPG already in existence that's as close as you can get to a Twilight Zone game...Over The Edge. Not sure. Need to reread my copy and see if it really captures the tone and style I am looking for.
 
Risus, InSpectres and other similar games would also work I believe but I would have to test them out first. They would probably require some detail to be added.
 
One idea for a mechanic that came to me just today was a 'Twilight Point'.
 
I want the players to have access to the opposite of a Hero or Drama Point. Basically, doing...something, I am not sure what...during the game gets you points that you can spend to make the situation worse. That's right, you spend Twilight Points to shift blame to another PC or cause things to become more complicated for everyone. Perhaps, if the situation has a time limit you spend a point and shorten the amount of time you all have.
 
You would want to do it to stay on the theme and reinforce the atmosphere but there needs to be some other in-game incentive for it as well. Still thinking on that.
 
I had another idea while responding to a comment on this game concept in the NaGaDeMon Facebook Group. There is a free RPG created by the sublime genius of Andrew Peregrine called Doom & Cookies. I may have mentioned it before. I may not have.
 
Not only is this game written by a guy named after a falcon, but it also may hold the key to how I want the Twilight Points to work.
 
In Doom & Cookies, the objective is to finish the game with at least 1 Cookie (a good thing) and no Dooms (a Doom being a bad thing). Regardless of what these mean in the context of that game, you get the idea that if you have a Doom and No Cookies or a Cookie and a Doom you do not get to win or succeed at the game's finale. My ghost RPG Unfinished Business has a very similar mechanic and I didn't really even think of it until now.
 
So what if, to be spared the Twilight Zone twist ending, to succeed or at the very least escape, you need to be rid of your Twilight Points and have at least one point of...of...Insight. Yes. A touch of Insight and no Twilight.
 
I can already see some of the episodes of the original show explained in this fashion.
 
OMG. I think this is something I can really make work.
 
Anyway, I am going to revisit this idea periodically or at some point at least, later this month. I hope I can finish at least one of my insane ideas before month's end.
 
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*Yes, I have actually created a homebrew Futurama RPG. I hope to post it here one of these days.
 
**No, I have not created a Sid and Marty Krofft RPG. This is something of a reoccurring joke or running gag here at Barking Alien. I've done the Smurfs and the Muppets so I wouldn't put it past me to stat up the Far Out Space Nuts or H. R. Pufnstuf.