Sunday, February 14, 2016

MARVEL SUPER HEROES - The SENTINELS!

Oh my gosh have I been sick.

I don't get sick often but when I do it hits me like the Juggernaut running full speed at Colossus. It sucks frankly and this time it put me out of commission for a good week.

I am finally getting around to my Campaigns I Have Known series and the first one I'd like to tell you all about is a game I ran back in 1984-85. I would've been 15 or 16 years old. It features an RPG you've not heard me talk about much here on the blog - the TSR produced, Marvel Super Heroes RPG by the legendary Jeff Grubb.

Over at his blog, Zak Smith recently mentioned he is running a MSH game in an alternate Marvel Universe where everything is awful, sad, and one of the PCs is a Nazi. At least I think so. I got confused to be honest.

It's called Everything is Terrible and while not my flavor of ice cream, it's definitely worth a look. If not for ideas for an alternate Marvel Earth than definitely for Zak's great writing. Zak is certainly a fan of FASERIP, the Marvel Super Heroes system, and if you check into his blog's archives I'm sure you'll find a mess of useful and interesting stuff.

I am not a fan of the Marvel Super Heroes RPG. Never was.

Marvel Super Heroes came out at the wrong time for me. As I was looking for what I felt were more in-depth games, MSH seemed almost kiddie. As I moved towards games that let you really customize your character just the way you wanted, FASERIP was a largely random roll focused game.

I was always more of a DC Comics fan than a Marvel one and I'm sure that biased tainted my view of the game as well. Still and all I ran one long-ish campaign of it and I have to say, it was pretty great. My players and I had a blast.

Oh, and the campaign's origin story is kind of interesting too...

One day my friends and I from Summer Camp were at this pool and as we were getting ready to leave, we overhead some guys from another Camp talking about RPGs. Curious, we gave a listen and overhead them talking about their campaign. It was a Marvel Super Heroes campaign that they had started recently and we couldn't believe what we were hearing. It sounded like they were playing the X-Men.

Not new, original characters who had joined the X-Men, not an alternate Earth group of X-Men, but Cyclops, Wolverine, Nightcrawler, Colossus, Storm, and Kitty Pryde. The goddamn X-Men.

I think that may well have been my first experience with Nerd Rage.

My buddies and I came up to the group, apologized for ease-dropping, and immediately asked them, you know, "What The Hell, man?! Why not create original characters? Why not create alternate takes on the familiar ones? Why be so lame?!"

We were 15 remember. Ahem.

A...um...heated discussion ensued as I recall, arguing the virtues of not only playing established characters, about the X-Men themselves, Marvel vs DC, styles of game play in general, and questions as to the integrity of ones character.

Finally, someone (I can not confirm, nor deny that it may have been me) said, "I bet we could randomly roll a bunch of characters and beat you guys as the X-Men in no time."

Challenge accepted.

We met them the next day and rolled up characters right then and there to teach those guys what real teamwork and creativity could do. We came up with a quick backstory about being a team of Superheroes from an alternate Marvel Earth where the X-Men are villains. We were accidentally transported to the classic Marvel Earth (Earth-616 nowadays) and heard the X-Men were loose so we vowed to bring them to justice.

We flipped a coin for starting location, they won, and decided to begin the game on their own home turf, Xavier's Mansion in North Salem, New York. Home court advantage? Yes, good choice on their part.

I don't remember all the ins and outs of the battle but I can tell you our team decimated theirs in the first hour or so with the exception of Storm (who is really quite powerful) and Cyclops (whose player was just so damn smart). I took down Colossus in no time, then helped one of my pals with Wolverine. Nightcrawler was taken down easily by our Precognitive Martial Artist, who then aided another in taking out Kitty Pryde.

All in all the hardest opponent was Cyclops. The guy playing him was clever, knew the X-Mansion and used it against us, pulled some really cool Power Stunts with his Optic Blasts, and gave our team a real run for our money. In the end though, it was five of us (I got taken out taking out Storm - suicide play) against him, so Cyclops surrendered. We had won.

We parted, not friends perhaps, but with a grudging respect for the other team.

As my pals and I got on the bus to head home, one of them turned to me and said, "Ya'know something? I really liked my character."

"Me too", said another guy. "When can we play these guys again?"

And so a few days later, I made this campaign...

 
***

Campaigns I Have Known
Proudly Presents...

MARVEL SUPER HEROES -
THE SENTINELS

 


Title: Marvel Super Heroes - The Sentinels


From Left to Right...
In the air: The Guardsman, and Black Widow
On the ground: Foresight, The Weaponeer, Lionheart, The Patriot, The Prowler
Ultron, and The Druid
 
 
System: Marvel Super Heroes (TSR), 1st Edition. (Likely modified. It was seriously limited in its initial release).

Circa: 1984-85 to end of 1985 or so. There were only about a dozen or so sessions, if I recall correctly. Possibly as many as fifteen.

Player Base: We started with six male players, 15-16 years of age. By the end of the campaign we had added two more male players, and one female player in the same age range.

Characters: The characters were randomly rolled using the FASERIP rules, then customized a bit in a jam session with all the players (the original six), and the GM (me) present. The only rule I gave them was no Mutants. You can have any other character type or origin. Alternate versions of existing Marvel characters are cool but straight up playing the traditional version in the game was not allowed (we all agreed on that).

We ended up with...

Black Widow (played by Rachel ?)

Russian Spy Natasha Romanov but a Natasha Romanov who's more like Jessica Drew, aka Spiderwoman on Earth-616. Here she gained her powers in a different and very strange way. She was poisoned by a Hydra head-honcho with the venom of a rare arachnid. A SHIELD Agent-Scientist managed to save her life with an experimental serum, resulting in her being reborn with superhuman abilities.

Powers include Flight, Super-Strength, Venom Blasts, Wall-crawling and Spider-Sense.

Black Widow only appeared in the last three sessions.

The Druid (played by Ben O.)

(Original Character - Not affiliated with any existing Marvel Character) A mysterious man from the highlands of Scotland who claims to be over 2000 years of age. After traveling the world for several centuries, he came into conflict with the psychic entity known as The Phoenix and proceeded to track it in its various incarnations from then on. When he discovered it had possessed the M-Men's Marvel Girl, The Druid contacted SHIELD and asked for their assistance in defeating their combined enemy. SHIELD said yes and offered The Druid a spot on The Sentinels, which he accepted.

The Druid is perhaps the second most powerful member of the Sentinels team, capable of various mystic abilities, including the casting of Magic Spells and the ability to shape shift into different animals. He can communicate with animals and seems to have a sixth sense of impending danger.

The Druid is also well versed in the history, traditions, and folklore of various cultures from all across the world. He is good friends with all of the members of the team except Ultron, who he finds a bit off putting and later Lionheart, though it is unclear why.

The Druid appeared in every session, including the One-Shot Challenge.

Foresight (played by Martin L.)

(Original Character - Not affiliated with any existing Marvel Character) A blind martial artist whose other senses are heightened to near superhuman levels. His primary power, attained from study at a hidden Taoist temple in Tibet, is the ability to see into the future. He can anticipate an enemies actions before they even decide to make them. As a matter of fact, his predications become less accurate the further into the future he attempts to 'see'.

Precognitive abilities, with martial arts mastery in several forms of Kung-Fu. He is armed with tonfas, a bo staff, or escrima sticks.

Foresight appeared in every session, including the One-Shot Challenge.
 

The Guardsman (originally played by me, taken over by David S.)

The head of Stark Industries R&D division, Kevin O'Brian was contacted by SHIELD to assist them in an unusual technological mystery. Over the years, SHIELD had discovered evidence of an extremely advanced species of tiny beings, perhaps four or five inches tall. Their origin was unknown, although Prof. Reed Richards - while consulting on the situation - believed they originated in a sub-atomic universe he dubbed 'The Microverse'. While it is possible SHIELD was indeed looking at several species, they uniformly dubbed all the specimens they had found, 'Micronauts'.

With the help of Dr. Henry Pym, O'Brian was able to reverse-engineer some of the Micronaut technology to develop a techno-organic battle suit. SHIELD assigned O'Brian's younger brother Michael to test pilot it. The test run was interrupted by an attack by the Brotherhood of M and Kevin was badly wounded, although he survived. Michael was able to defeat and capture three members of the Mutant terrorist group and drive off the rest.

Colonel Nick Fury, Director of SHIELD, asked Michael O'Brian to join The Sentinels, SHIELD's elite team of anti-Mutant heroes. He accepted, taking the name Guardsman.

In addition to providing considerable protection from harm, the Guardsman Armor gives the wearer Super-Strength, the ability to project Energy Blasts from his chest, and great Leaping ability. The suit has two add-ons components: A Flight Pack that enables Guardsman to fly and shoot additional Energy Blasts, and an Energy Sheathed Sword that can slice through virtually anything.

Guardsman appeared in every session, including the One-Shot Challenge.

I played him in the One-Shot Challenge, my friend David S. played him when I become GM for the campaign.

Lionheart (played by David P., taken over by Michael W.)

Serving with the British division of SHIELD were three superheroes -  Union Jack (Brian Falsworth), Captain Britain (Brian Braddock), and The Black Knight (Dane Whitman). During a battle with the Mutant terrorist organization known as the Brotherhood of M, Brotherhood members in search of the bone of an ancient Mutant ended up killing The Black Knight and Captain Britain.

Distraught and angry over the death of his friends, Brian Falsworth has a terrible nightmare in which the Earth lies in ruin. In his dream, just before waking, a mysterious, ghostly figure tells him to take the Black Knight's Ebony Blade and Captain Britain's Scepter of Right to Merlin's Hill near Carmarthen in Wales. Upon waking Falsworth takes a short leave of absence from his SHIELD duties and travels to Merlin's Hill where the ghost reappears and identifies itself as the spirit of Merlin himself. Merlin's ghost then transforms the Ebon Blade and the Scepter of Right into lightning which he then directs towards Falsworth in a massive blast.

Falsworth emerges from the incident with newfound powers and swears vengeance against the Brotherhood of M. Renaming himself Lionheart, he tracks the Mutant terrorists to America, joining forces with The Sentinels for a final showdown against his enemies.

Lionheart is incredibly strong and fast, possessing Super-Strength and Super-Speed. In addition, a Magical Force Field enables him to ignore mundane defenses (only Magical Defenses can block Lionheart's attacks).

Lionheart only appears in the last five sessions. For two of them he replaces an injured Patriot. When Patriot comes back, another player who wanted to join in took over the character.

The Patriot (played by David P.)

In a world where Captain America died at the end of World War II, several other heroes have since taken up the mantle of the star-spangled super-soldier. Most notable of these is The Patriot, beginning with Jeffery Mace, a reporter inspired to heroism by Captain America during the war. Our Patriot is Mace's grandson Mathew, a third generation legacy hero. Mathew is the recipient of a Super-Soldier Serum variant that gives him slightly different abilities than those of Steve Rogers.

The variant Super-Soldier Serum gives The Patriot Heightened Strength, Heightened Endurance, incredibly resilient Armored Skin and a powerful Healing Factor. Patriot is also a skilled hand-to-hand combatant, a skilled marksman, and the best driver and pilot on the team.


The Patriot appeared in every session, including the One-Shot Challenge.

The Prowler (played by Dan G.)

Former engineering student and blue collar worker Hobart 'Hobbie' Brown is a genius inventor who developed his crimefighting gear to take down the notorious menace known as The Spider-Man. Following his successful capture of the web-slinging criminal, The Prowler continued his crusade against crime, eventually gaining the attention of Patriot and SHIELD. When The Sentinels were formed, Patriot contacted Prowler personally to ask him to join.

Prowler is a brilliant engineer and inventor whose abilities all stem from his equipment. His suit, mask, and cloak provide Armored Protection, his clawed Gauntlets enable him to Scale Walls, and lenses in his mask give him Night Vision and Infra-Red Vision.

In addition, bracelets connected to his Gauntlets can fire a variety of weaponry such as Tranquilizer Darts, Gas/Smoke Pellets (Tears, Knock Out, Obscuring), a Grappling Cable, and a Fire Extinguisher.

The Prowler appeared in every session, except the One-Shot Challenge.

 Ultron (played by Richard K.)

After becoming good friends while working on the Guardsman Armor project, Henry Pym contacted Kevin O'Brian at Stark Industries with a pet project of his own. The idea was to create an artificially intelligent robot focused on protecting humanity and defeating the Mutant threat.

Bringing in a number of additional geniuses in the field of Robotics, including Dr. Bolivar Trask, the team developed the prototype Ultron unit, completing it just in time to test it in an emergency situation. The Brotherhood of M and their elite operatives The M-Men had attacked Senator Robert Kelly as he prepared a press conference to announce Project: Wide-Awake.

Ultron proved successful and got along surprisingly well with the rest of the team. Unfortunately, mass production of the Ultron was deemed cost prohibitive. Nonetheless, Patriot and Guardsman both recommended Ultron be assigned to the Sentinels team as a full member.

Ultron is perhaps the most powerful member of The Sentinels, with Armored Skin, Super-Strength, Energy Blasts, a Force Field, and a variety of other lesser abilities. Henry Pym, Kevin O'Brian, Trask and their team are constantly modifying and updating Ultron.

He is a skilled engineer and scientist in his own right, with an acute fascination with the Human condition.

Ultron appeared in every session, including the One-Shot Challenge.

The Weaponeer (originally played by Dan G., taken over by Neil W.)

(Original Character - Not affiliated with any existing Marvel Character) The Weaponeer claims to be a time traveler, originally from the mid-to-late 1800s. He possess a device, somehow linked to his right forearm (it can not be removed) that enables him to go through time. Not so much a hero as an honorable brigand, Weaponeer goes through time challenging people with unique and unusual weaponry with the intent on besting them and obtaining the weapon. He will not steal and will only take the weapon by winning it in a fair wager or by combat.

Because he is at heart an honorable person, he has fought on the side of history's heroes more often than not, sometimes taking the weapon of a fellow combatant who'd fallen during the conflict. I mean, c'mon, the fella is dead. He ain't using it.

During the campaign he was equipped with Captain America's Shield (claimed to have found it floating in the ocean just after World War II), a set of Trick Arrows and a Bow, a Katana, an Energy Pistol, and a specially designed Rifle with Trick Bullets (The Rifle was destroyed in the One-Shot Challenge by Wolverine).

Weaponeer is a master at the use of numerous weapons and an expert marksman. In addition, he is a decent hand-to-hand combatant, a excellent horse-rider, and quite skilled at stealth.

The Weaponeer appeared in the One-Shot Challenge and then returned only in the last three sessions. We decided he'd been leaping through time and only got back for the grand finale. Heheh.

The Weaponeer is a creation of mine that first appeared in a Villains & Vigilantes campaign in 1982. He has since appeared in numerous Superhero campaigns of mine and those of some of my friends who are familiar with the character and like him. He is sometimes called 'The Weaponaire'. He predates many of the characters he physically resembles.


Synopsis: Some 30 years or so prior to the beginning of the campaign, noted scientist, archeologist, anthropologist, and peace advocate Charles Xavier is killed under mysterious circumstances on an expedition in the Himalayas.

A long time friend, fellow adventurer, and activist calling himself 'Magnus' claimed Xavier's death was part of a secret, government cover-up. Xavier, like Magnus, was a Mutant - a rare subspecies of Humanity with a genetic anomaly that enabled them to manifest superhuman powers. Well aware of the Human capacity to lie, cheat, oppress, and be cruel to their fellow man due to experience surviving the Nazi Holocaust, Magnus believed he and his fellow Mutants were the next target of fear and ire. Charles Xavier was but the first victim in a new war on the horizon.

Assembling a variety of Mutant agents and operatives around the globe, Magnus, dubbing himself 'Magneto', created a terrorist organization called 'The Brotherhood of M'. The Brotherhood's primary purpose was to disable the ability of established governments to threaten Mutantkind. It's secondary goal was to subjugate baseline Humanity before it could subjugate them.

By the time the campaign starts (circa 1985), Magneto, his Brotherhood of M, and his elite soldiers 'The M-Men' have delivered staggering blows to the peace and security of the free world. In response, the Supreme Headquarters of International Extra-normal Law and Defense have a put together a team of specialists to battle the Mutant mayhem and protect the innocent - The Sentinels!
The villainous Cyclops (Scott Summers), and Wolverine (Logan)
Two of the notorious M-Men.
 
Art by the uncanny Thomas N. Perkins


Over the course of the campaign, the Sentinels did battle with the M-Men, the Brotherhood, and eventually Magneto himself. Adventures included an attempt by the Brotherhood to set off a 'M-Bomb' designed to activate the latent Mutant genes lying dormant in all Humans. Unfortunately, their scientific research was flawed. For the vast majority of people whose M-genes are extremely weak, the bomb would cause slow, agonizing death from a bio-chemical agent. Thankfully, The Sentinels were able to destroy the bomb, although the Patriot was badly injured during the conflict.


In the final three sessions The Sentinels, with the assistance of international agents Black Widow (from the Soviet Union) and Lionheart (from Great Britian), as well as the time-traveling Weaponeer, managed to thwart Magneto and the Brotherhood of M as they attempted to channel the power of the entity known as The Phoenix.

In the end, Ultron was destroyed and The Druid, Lionheart, and The Prowler were badly injured. A small price to pay for saving the world. Magneto was dead and with him the evil of the Mutant menace, once and for all.

Appendix N: The Uncanny X-Men (from Giant Size X-Men #1 to Uncanny X-Men #143), The Avengers (Late 70s to Avengers Annual #10 in 1981), What If? (Volume 1, 1977-1984).

Bonus Features: Instead of viewing Mutants from the stand point of an oppressed people and depicting their story as an allegory to the Civil Rights movement, I created a world where Magneto is an elitist who believes his people are a genetically superior 'Super Race'. Mutants view themselves as greater than normal Humans and are hated and feared by the people of the Marvel Universe because the majority of them are in fact actually evil, terrible individuals.

Part of our reason for making the world this way and creating this campaign was that my friends and I, once big X-Men fans, got sick and tired of everyone thinking they were the end all be all. We decided, inspired by our One-Shot Challenge, to create a world where they were truly the villains.

Were there any good Mutants? Yes! A brief encounter with Henry 'Hank' McCoy (aka The Beast in Marvel Comics) indicated an underground Mutant Counter-Movement. Patriot becomes briefly romantically linked with Moira McTaggert, a normal Human assisting the  Pro-Peace Mutant underground.

Other Marvel Universe divergences:

The Spider-Man is Eugene 'Flash' Thompson, who starts out as a 'hero' in hopes of gaining fame and fortune but is really just a greedy bully. He figures into the background and origin of Dan's character The Prowler.

The Fantastic Four exist, but are somewhat different. SHIELD funded their experimental rocket in an attempt to discover whether or not Cosmic Rays were the origin of the M-gene. They are connected but not the origin per se. The FF consists of Prof. Reed Richards (who can turn Invisible and project Force Fields), Susan Storm-Richards (who can control Fire and Ice), SHIELD Agent and Pilot Benjamin J. Grimm (Who can turn into The Thing but also change back to normal), and SHIELD Physicist and Radiation Expert Otto Octavius (who gained the ability to shape change and stretch - somewhat like Marvel's Mister Fantastic but more like DC's Plastic Man).

One of the other heroes of the world, although not affiliated with SHIELD, is Cain Marko, half brother of Charles Xavier and known as The Juggernaut. Juggernaut is killed in a major battle with the M-Men early in the campaign that also sees the death of Mutant villains Banshee and Iceman.

We learn Robert Bruce Banner was killed in the test detonation of his own Gamma Bomb while protecting a youth named Rick Jones. Jones was somehow transformed into a massive, green, Gamma-powered monster but as yet SHIELD has been unable to stabilize his condition.

Tony Stark was killed when shrapnel from a booby trap in Vietnam pierces his heart. Stark Industries is now lead by a board of directors with Pepper Potts functioning as CEO. Kevin O'Brian runs the companies R&D Department. Jim Rhodes is Chief of Security.

Captain America died at the end of World War II disabling an experimental Axis drone plane that exploded over the North Atlantic Ocean. James 'Bucky' Barnes was the survivor in this reality and served as Captain America in the late forties through the 1950s until he retired due to injuries.

OMG! The 'G' by the way stands for Galactus.

This post took over a week to complete due to my illness and a host of other things I've had to due. My birthday this past Friday also had me distracted.

I hope you enjoyed this story and as always I welcome questions and comments on it. It was really fun to remember and I can't wait to post tales of other games, including a DC Heroes one, a couple Giant Robot campaigns, and a few that might just surprise long-time readers.

Happy Valentines Day as well!

Take care,

AD
Barking Alien





Monday, February 8, 2016

Open Says Me

Hell of a week.

I am really under the weather, hit with throat ick, chest bleh, and other symptoms that make my already limited hours of sleep even harder to come by.

As if that weren't enough...

Lowell Francis at Age of Ravens diverts me from my daunting deed of daring to detail my dazzling days-gone-by to indulge in one of his dizzyingly distracting discussions!

Damn!

Barkley, put the Wayback Machine on 'pause' and hand me some Dayquil TM, and some Nyquil TM. While you're at it, do they make Allquil?. I've got something I need to do...

***

Lowell has an interesting post in which he asks the question, "When Does Your Game 'Open Up'?"

By 'Open Up' he means the point at which the game the GMing is running gives more freedom, or at least the illusion of freedom, to the players and their PCs. At what point in the campaign experience do the players get to stop following the adventure path laid out before them and start getting to do what they want to do and go where they want to go.

It's an interesting question and one with a multi-tiered answer from your friendly neighborhood Barking Alien. I don't really have a fast and loose answer to this, even though I want to. To me it depends on so many factors that it's difficult to quantify in general terms.

I do have my personal preferences though as always.

I could say usually or perhaps most often...hmmm...maybe I could say, "When running 'X' " or even 'knowing my players', but all sorts of conditions apply and greatly change my verdict on the subject.

For the majority of my games (at least the ones run in my preferred style) I'd like the answer to be 'right away'. From moment number one of 'Act One, Scene One' the players should feel like their PCs are their avatars in whatever world/universe the game is focused on.

Unfortunately [for me] I am learning that the kind of open world, full sandbox style I enjoy most (see Storybox) is pretty intimidating, even off-putting, to many players.

What comes naturally for me (as it was just the way we played in our earliest days in the hobby) appears to be quite a shock to the system for some. The main issue it seems is that when you give people the chance to go anywhere and do anything, most people will sit tight and wait to be told where to go and what to do.

Even when given a general idea of what is going on in the world/story and given free reign on how to accomplish the task at hand, many gamers look for the arrow pointing to directions on how to proceed. It's a bit of the video/computer game mentality.

"Isn't this the Quest-Giver? He should tell us exactly where to go, who to meet with, and exactly how many of what type of creature to slay for their pelts. Right?"

Humans disappoint me so.

Now, let's assume for the sake of being able to respond to Lowell's query in a reasonable fashion and post length, that we are talking about an average Barking Alien campaign the way I run them now.

  • When do your games “open up”?

Usually around session four or five. The first 3-5 sessions are often the opening story arc designed to get the players familiar with the setting, the system, campaign plots, etc. After they have a handle on things, they are free to go about their business.

  • How much set up and establishment does a game need? What do you gain?

As I've mentioned in previous posts, I do a massive amount of pre-production game prep. Weeks to months in advance of the first sessions I create the setting, do research, come up with NPCs, plots and happenings, etc. The benefit is that for a monthly or even weekly game, I barely need to do any game-to-game prep after the first three sessions.

  • Are some reasons for keeping things locked down more valid than others?

I am not sure how to answer. The only reason I can see for locking things down is to help players paralyzed by their freedom of choice. Perhaps (and this is a big perhaps) to nail down the atmosphere and general feeling of the setting that the GM is looking for. This should be easy to establish before the game begins but I now know from experience that this isn't always the case.

  • What makes you feel like the campaign’s given you choice and freedom? Character choices, options for solutions, going wherever you want?

This one is hard to answer for me because it's one of the examples of something being very dependent on the nature of the game I'm playing (genre, theme, etc.).

Character choices? Is that really included in what we're talking about here? I wouldn't have put that in the same category as a game 'opening up'. I have seen many games with plenty of character customization options that are hell-a-ton railroad-y and posses a very closed-in feels over all.

  • Is not opening up the same as railroading? Do players read this in different ways?

I can't really say if players in general read this in different ways, I can only say how I read it. 

It's a matter of degrees. Not opening up at all is the same as railroading but the iris valve can be adjusted to open to varying sizes. You can open it anywhere from all the way, to half way, to pinhole sized, to not at all.

  • Why would tabletop GMs hold off opening up? Do they have different reasons than a video game?

I am not able to speak for video games or video gamers. I haven't been truly into video games since the World of Warcraft MMORPG was on it's second expansion (I think). I find them pretty but inevitably boring. Occasionally I will get into one but the magic lasts about six months to a year at best.

Some games, like Alien: Isolation, are awesome for that first run through and have maybe a bit of replay value but generally speaking it's like saying, "Yes! I saw that movie. It was great! I might have to watch it again one of these days" and I just never get around to it.

I'd rather be playing tabletop.

The open nature of tabletop RPGs and the many combinations of players, GMs, characters, events, options, choices, and motivations make it an entirely different animal in my opinion.

Even the best computer or video game RPG is but a single, albeit beautiful shell on a vast beach; that beach is tabletop RPGs. Infinitely superior graphics, unlimited options, and the most life like AI you can imagine, largely because it's missing the 'A'.

Now, to answer the question, 'Why would GMs hold off opening up?', my answer would be nearly identical to what I already mentioned above.

First, if I was trying to set a tone and illustrate the overall premise of the campaign, I would probably have a less open initial storyline to get the ball rolling in the right direction. I would still allow for virtually any reasonable (within the context of the campaign) approach to solving the situation that the players want to take, including not solving it at all (unless we agreed before hand that that was the sole purpose of the game).

If I have players who I can tell are intimidated by an open world, I will likely give them a mission to start them off. In some instances, I will simply direct them to a few local goings-on, and see if anything catches their interest (or inspires them to do something else).


***

In the end (and in conclusion), like oh-so-many things, it depends. It depends on the game, the genre, the GM, the players, and the style of gaming you prefer.

For me as a player, I prefer an open world right from the get go, with places to explore, activities to engage in, disrupt, or ignore, villains to battle, and treasure to seek. I might also want to invent a time machine, investigate an age old unsolved mystery, or go hunt a dangerous beast. I haven't decided.

Have you, the GM decided for me?

AD
Barking Alien






    Monkey Business

    Gong Hei Fat Choy!
     
    Happy Lunar New Year - Year of The Monkey to All!
      
     
    'Monkey'
    Oil on canvas, 8"x10"

     
    A very special thank you to my old friend Paul David Elsen, an accomplished painter and truly decent Human being for allowing me the use of his painting for this blog post.
     
    AD
    Barking Alien
     




    Tuesday, February 2, 2016

    Campaigns I Have Known

    I once knew a game,
    Or should I say
    It once knew me.

    Characters of Future Past
     By Me, Keith Conroy, Keith Conroy, Aris, and Aris.

     
    I've been experiencing a serious case of RPG nostalgia of late, harkening back to the thrilling days of yesteryear when gaming was simple, sessions were often, and campaigns were both long, and varied.

    I've dug up some old notes, old artwork, spoke to a few old friends, and all in all it was a pretty great trip into the past, barring the fact that 'old' was a reoccurring theme.

    Over the course of this month, I intend to share some magnificent memories of those bygone campaigns with you, the fans and followers of Barking Alien.

    The five of us should have a wonderful time.

    I'll make hot cocoa.

    AD
    Barking Alien






    Monday, February 1, 2016

    The Big F

    Welcome to February.

    Is it over yet?

    No?

    Damn.






    February is a pretty crazy month for me. It always is.

    It's the month that contains (among other things) my Birthday, my ex-wife's Birthday, my Dad's Birthday, my maternal Grandma's, my former Wedding Anniversary, Valentine's Day, Chinese New Year, and The Anniversary of Barking Alien (the blog itself).

    It's also traditionally been the month in which we, my various gaming groups and I, have started new, long term games over the years. We always intend to begin in January, but usually it ends up being February for whatever reason.

    Unfortunately, I'm in a bit of a gaming funk. Not creatively mind you. Oh no, the ideas are coming fast, and furious (but without the cars and with substantially more meaningful plots).

    I've reached a realization that I really don't know what to do with. That is, I don't know what to do about it. I am hoping that this month provides me with some kind of clarity.

    I feel as if the in-person gaming groups I have are not necessarily conducive to the types of games I want to run. I've actually felt this way for a while now, but kept dismissing the idea as merely brought about by temporary frustrations. I then decided that even if it were truth, there is always a way to overcome any such problem. All it requires is careful analysis, and being more clever than the situation is problematic, or so I thought.

    The thing is though, Marvel and DC Comics are pretty much done making the kind of comic books I want to read, and so a while back, I stopped buying comics.

    Paramount is done producing a Star Trek I am interested in, or care about, so I'm pretty much done getting excited for new Star Trek products.

    Times change, things change, and things fall out of favor.

    I think the kind of game I want to run, the feeling I like my games to have, may be things of the past. My preferred kind of game is not longer a viable option, at least not with the gamers I currently interact with.

    My old gaming program is not compatible with the most recent operating system.

    What to do?

    Well, I could continue to try and explain/enforce/push for my preferred style, but I am really tired of that. It is becoming more work than fun, and if it ain't fun, I don't want to bother. One can only push a boulder uphill with banana peels strapped to ones feet for so long before the effort loses its luster.

    I could try to game their way, which I sort of did with Traveller, but I found it a little tedious at the end. It seemed like a lot of nothing when it should have been at it's most dramatic, although the grand finale was excellent.

    I have one group that's great for short series, and one-shots, but they are less keen on my favorite aspect of gaming - the long term campaign. Where as one group will spend hours, and hours on character development stuff, with little to no action, the other is mostly action, preferring to keep character stuff to a minimum. We've had a little success recently with more 'living in the world' moments, so maybe there's hope.

    What does the 'F' stand for when I say The Big F?

    February, and a feeling of frustration, and failure that has me in a funk, for sure.

    Onward,

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