Saturday, June 4, 2016

WORLD OF DARKNESS - THE LIGHT BRINGER

I've been wanting to get back to Campaigns I Have Know for a long time now. I find it a lot of fun, and it seems to have been pretty popular among my viewership (you five know who you are. Thanks for stopping by).

I promised around the time of my last entry in this series that the next few would be a bit different. Mainly, I wanted to focus on successful campaigns I've run that were set in genres, or settings that may seem atypical for me. While I'd like to say I cover a wide range of RPG topics, I can't deny that I swing back to my favorites fairly often. Star Trek, Star Wars, General Sci-Fi, Superheroes, Anime and Manga related games, and comedic games certainly get more attention than anything else.

I am complex however. A many layered renaissance man as it were. OK, maybe just a guy who likes to stretch his creative muscles, and try new games. Either way, I've run some campaigns that certainly don't fit the genres listed above, and some may even use games you wouldn't think I'd like.

One such example is...

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Campaigns I Have Known
Proudly Presents...
 
WORLD OF DARKNESS - THE LIGHT BRINGER


The key element to this campaign was that I didn't want to run Vampire: The Masquerade, Werewolf: The Apocalypse, Mage: The Ascension, or Wraith: The Oblivion*, nor did any of my players want to play in a campaign limited to any one of those titles. We wanted to run and play 'The World of Darkness'.

As such, I made some minor adjustments to both the established settings canon, and the rules to allow all of the various supernatural types to coexist without any one type having an unfair advantage in all situations.

True, Mages eventually had the upper hand in terms of rare power, but even they were held in check somewhat by the laws of the universe (not the laws of nature, or the law of physics mind you. They could slap those around if they wanted to), and by the collective conscious of Humanity.

Title: WORLD OF DARKNESS - THE LIGHT BRINGER

System: World of Darkness (White Wolf), 1st Edition - Some House Rules.

Circa: 1993-1994. There were roughly a dozen sessions, each lasting 6-12 hours. The game took a hiatus in the middle due to the December-January Holiday to New Year season.

Player Base: There were five players, four male and one female, ages 22-25. 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: Sadly, I don't recall the characters' names. I don't know why I don't remember them, since it wasn't that long ago. It's possible the relatively short 'run time' of the series, only about twelve episodes, made it more challenging for me to imprint the names into my noggin. As with other campaigns I've posted in the past, I do remember the characters themselves quite well, as well as who played them.

If any of the original players read this and can remember the names of the characters, please let me know, and I'll update this post.

Human Mage - Non-Traditional (played by Adam T.)

Our story begins, and largely centers on, a young man trying to find himself in the world. A brilliant dreamer, an artist, a poet, and an unconventional thinker, he parties too hard, and thinks too much in a desperate attempt to make sense out of our senseless existances.

After a particularly wild night at an exclusive underground party in New York City, he wakes up on the roof of Saint Patrick's Cathedral, not know how he got there.

Following this bizarre occurrence, he begins to stumble upon, and be confronted by increasingly strange people, and events that lead him to discover he is part of a fantastic legacy. He is a Mage, gifted with the innate ability to alter the vary fabric of time, and space.

Numerous forces wish to sway him to their cause, as the end of the world is coming, and what follows is really up to him. If he can be convinced to see things the way a given faction sees them, he could make them the masters of the Earth, and beyond.

Werewolf of The Get of Fenris (play by Aris)

A Werewolf of mixed Scandinavian descent, this character is hinted as being the last of the Get of Fenris, or at least the last of his particular pack, and its extended family. He is acutely aware of the coming Apocalypse as he, and his tribe have been charged since the dawn of time with protecting the Avatar of the Ascension, the person who will bring about the new, post End-of-Days world.

Opponents of the PCs claimed the Get of Fenris Werewolf was lying. The Get is descended from the Fenris Wolf and as such, are charged with bringing about the destruction of all things according to some. They are said to be the ushers of Ragnarok.


Vampire of the Clan Tremere (played by Jason N.)

Vampire and Blood Sorceror of the Clan Tremere, this fellow claimed to be an ancestral blood relative of our young Mage. He tried to sway the newly emerging Avatar towards the world view of the Tremere, and their ruling Elders until he found out more about his own origins, and what the Tremere truly intended to do with the 'World After'.

Turning on his own Clan, he sought allies in the Magus community, but found very few willing to trust him. Luckily, our Tremere finally found an ally in the most unlikely of people - the ghost of a former mortal lover who knew a few things about the young Mage and his destiny. 

Ghost/Angel* (played by Angie)

*Perhaps the most unusual of the characters, our Ghost was born from our utter disappointment with Wraith: The Oblivion.

When Wraith was first announced, it had another subtitle instead of 'The Oblivion'. Rumors from convention playtests described a very different game from what we eventually got, and a far superior concept IMHO.

Wraith suffered from being separated from the World of Darkness, taking place in a bizarre, extremely esoteric Afterlife dimension. What it didn't do was give us what we all imagined it would, tragic characters caught between the mortal world, and an afterlife. We didn't wanted to be Ghosts in Ghost Land. We wanted to be Ghosts haunting the world of the living - The World of Darkness.

With a bit of work, and some creative GMing and playing, I think we got what we wanted. Later supplements to Wraith would come close, but the game never really did the job we were hoping it would do. Wraith's failure to be a game about playing spirits of the dead walking among the non-departed was a major contributing factor to my development of my own game Unfinished Business.

Sometime in the late 1930's or early forties, our Tremere Vampire had been romantically involved with an African American nightclub singer who packed the halls wherever and whenever she crooned in New York's various Harlem hotspots.

Sadly, the lovely lady met an unfortunate end when caught in the crossfire of organized crime gangs. In truth, these 'gangs' were agents of the Technocracy, an authoritarian organization of Magi looking to rule the world by suppressing the understanding and belief in magic among normal, mundane Humans, and introducing it through technology and science that they alone would have domain over.

Learning many secrets that lie in the lands beyond this mortal coil, our haunting heroine discovered much about the prophesized Apocalypse and what could be done about it. She lent her unique knowledge and abilities to our group in hopes of saving the world, finding peace, and passing on once and for all.

Human Hunter of The Supernatural** (played by Keith)

**So here's another example of wrestling something out of a system it wasn't really designed to accommodate.

Hunter: The Reckoning, the World of Darkness game that enables you to play a 'normal' person fighting the supernatural beings of the setting, wouldn't be out for another five years or so when we began this campaign. We had to make this character up from scratch, developing a number of different concepts and rules to enable him to stand up to the obviously far superior physical abilities, and superhuman powers of his would-be opponents.

What we ended up with would be woefully weak compared to the Hunter: The Reckoning PCs you would later be able to build in that game. As such, I think Keith's character was infinitely cooler. He was a normal person. He had reasonable gear, and weapons. He was considerably out of his league. He was therefore far more interesting than the Buffy-like super soldiers one plays in Hunter.

Keith couldn't decide what to play at first, then envisioned a CIA, or FBI agent who had learned that the World of Darkness actually existed. With no proof and well on his way to being fired, if not committed to a mental institution, the agent went rogue.

He became a one man army, protecting the oblivious mortal world from the darker denizens of the supernatural. However, it was clear early on that the character had no real understanding of the World of Darkness, it's exact make up, or it's politics. The true nature of the various groups (Mages, Vampires, Werewolves) were unknown to him.

Eventually hooking up with the group and learning that not all supernatural beings exist simply to prey on Humanity, the Agent/Hunter lent his much needed expertise, intelligence, firepower, not to mention his pure willpower and guts to the cause.

Like many of Keith's characters, a personal favorite PC of mine. The normal person in the World of Darkness on the eve of Armageddon. Awesome.

Synopsis: As noted, the campaign mainly revolved around a young man discovering both he, and the world he lived in, were not what they seemed. Almost overnight he goes from hedonistic, philosophical drifter to the driven, responsible Chosen One, and really the transition isn't all that smooth.

Rebelling against fate at first, he soon decides to grab the reigns of destiny tightly with both hands, and find out how to steer the thing so he can make the best possible choice for the people of the Earth.

A multitude of factions seek to gain control of the young man and his power. Their goal is to place themselves in the role of deciding factor for what the world after the Apocalypse will be like.

Interestingly, many of the other PCs start with their own ideas, and agendas, but eventually back the Mage on his play, whatever it's going to be. Turning on their own kind, and even their own ideals to some extent, the group realizes that in the end, the world is not here solely for their supernatural minorities. The greater good is what is good for all Humanity. Each of them is, in a fashion, still Human whether they are cursed with feeding on the blood of the living, charged with protecting the Earth as shapeshifters, or gifted with the powers, and responsibilities of magic.

The world they end up choosing, is a world without their kind. A world in balance.

After twelve sessions of The World of Darkness, the darkness was removed. The world of White Wolf's setting was no more.

Appendix N: Aside from the multitude of books in the World of Darkness line, other contributing inspirations included The Lost Boys, Anne Rice's Interview with a Vampire and related books, comic books such as I, Vampire, Swamp Thing, Hellraiser, Books of Magic (All DC Comics), and a variety of comics and short stories in the modern, gothic horror genre.

Bonus Features:

I owned all of the main books, and dozens of supplements for World of Darkness across all the various lines. This campaign was created before Changeling: The Dreaming was released, which is actually my favorite White Wolf game. It is my favorite for the exact same reason I dislike Wraith - it doesn't really deal with the World of Darkness.

For Changeling that makes sense. For Wraith it doesn't.

This was one of only three World of Darkness campaigns I ever ran (not including Changeling campaigns). It was the longest, and definitely the most successful (other than ones for Changeling). I eventually sold all my World of Darkness stuff (except Changeling of course).

This particular gaming group is what I sometimes refer to as a transitional group. Some of the players were new friends, or were friends I had not yet gamed with who later became part of a long term group. Some were friends who came and went, thanks to the universe's strange way of moving people through your life.

Next time...Something medieval fantasy I think...Heheh

AD
Barking Alien







Thursday, June 2, 2016

Theme A Little Theme Of Me

Theme Addict

I like the idea of themed months on my blog.

Giving myself a set of parameters, much like I would in a genre-heavy RPG campaign, helps me to focus my creativity. It inspires me, but also keeps me in check, so to speak. I can easily bounce all over the place subject wise. A theme, should all go as planned, helps wrangle the various thoughts into something that can be useful not just to me, but to my readers.


Thematic Stress Disorder

The problem is...

I invest a bit too much of myself in these silly projects. As a result, when things conspire to prevent me from completely a month's theme, I get really down. I get bummed and disappointed when I am unable to share all the ideas I might have rolling around in my skull. I also get disappointed in myself. I always feel like a failure. I know I shouldn't, but I do.

I get myself worked up. I put too much importance on the endeavor. I see this awesome, perfect product, and very often (especially lately) I either don't have the time to see it through, or I lose interest at some point. The end result is I feel like poo for promising, and not delivering.


All I Have To Do Is Theme

This month, I want to get myself back into the habit of posting again regularly. It's important to me. It's therapeutic. It helps me to post here so that I have no excuse for not posting for my business.

Unfortunately, I know myself too well. I need an additional motivator.

I need to fool myself into doing it.

I need to light a fire.

I need a theme...crap.

Wait.

I've got an idea...

Actually, it's not one idea, not two, or even three...but FOUR!

That's right Barkers, it's four - four - four - four-ideas-in-one!

For a while now I've wanting to bring back some of my favorite reoccurring post ideas. Why not do that now? For the month of June, in addition to whatever else comes to mind, I'm going to revisit...

Campaigns I Have Known

Thorough Thursdays (Starting Next Week)

What Other GMs Do Wrong

and my newest entry,

Player Profiles, in which I pay tribute to some of the greatest gamers I've ever had the please to GM for.

Join me won't you? Oh, and wish me luck.

Remember, it's me.

(Fingers Crossed)


AD
Barking Alien








Monday, May 30, 2016

Back In Action

Why hello there stranger!

Yeah, I know what you're thinking.

"Didn't you used to be Barking Alien?" Heh. Good one.

Yes, I'm Adam 'Barking Alien' Dickstein, and I'm here to tell you that while things might be a little crazy next month, you're definitely going to see more posts from me. Hopefully, by late July/early August I'll be in full swing, and back to my [occasionally] prolific self.

I had originally planned on dedicating a good portion of June's posts to Science Fiction gaming, a subject I love that doesn't get enough attention in my opinion. The catalyst for this plan was the release of the computer game No Man's Sky, originally scheduled to hit stores on June 21st. Unfortunately, it seems that game has been delayed until August. I may just have to do the same for my Sci-Fi RPG discussions.

As for June, expect posts to be more frequent, but less structured.

I've been working on my real life business a lot lately, as well as getting ready to move again soon. After a year of living at my current address, I'm really looking forward to not living at my current address. I've tried really hard to like it here, but I don't. If the next place is even a little better than this one, that will be enough to make it fantastic.

As for my business, I am starting a second blog named for my service, Friend of Dogs, that will focus on my company, and my love of dogs. OK, mostly it will focus on dogs, but there will be some business stuff too. I already have a Facebook page, and I'd be ever so grateful if any of you could pop on over to it, give it a follow, or just a like. Thanks. I truly appreciate it.


OK, got to go to bed.

See you all soon,

AD
Barking Alien






Monday, May 16, 2016

Ups and Downs

I've been experiencing a far number of rises, and falls in mood lately.

While not directly connected to the things I am going to talk about in this post, various outside influences can certainly effect how one feels, and I am no exception. In fact, I may well be the post child.

On the Up, and Up



Captain America: CIVIL WAR was AWE-Some! Or, as I like to call it, Black Panther and The Avengers. Black Panther was so fantastic, it has tripled my desire to see the solo Black Panther movie.




Did a mention Black Panther? 'Cause, ya'know, GODDAMN BLACK FREAKIN' PANTHER!

Supergirl has not been picked up by CBS for a second season.




It's been picked up by THE CW! That's right, Season 2 of the little, big superhero show that could will air on the same channel as Arrow, Legends of Tomorrow, and their much cooler brother The FLASH! Woot!

More crossovers? Oh I think so biznatches!

***

And now the bad news...

Down, Dooby Doo, Down, Down




Margaret 'Peggy' Carter, former Agent of the SSR, one of the originators of S.H.I.E.L.D., has had her program cancelled by the evil organization known as ABC, which is clearly a front for HYDRA. Not only has this diabolical group ended the career of Peggy Carter (played by the 'Is-There-Any-Way-In-The-Infinite-Possibilities-Of-Time-And-Space-That-You'd-Marry-Me' Hayley Atwell), but this despicable hive of dastardly despots has also cancelled...

The Muppets



I'm crying real tears here people. I can't say I'm entirely surprised the show wasn't renewed but I am very disappointed. It really started to get good, really good, in the last four or five episodes. I think it just wasn't what the majority of Muppets fans expected or wanted. A shame it won't get a chance to be something else. Something new that they might also enjoy.

I hope Disney/ABC gives the Muppets another shot. A different approach perhaps. We'll see.

On that note...

Today marks 26 years after the passing of Jim Henson. It's always such a heavy-hearted day for me.




Here is an excellent tribute from Jarrod Fairclough over on The Muppet Mindset.

Me? I'm going to try really hard to get happy.


Wish me luck.

AD
Barking Alien





Saturday, May 14, 2016

Gonzo the Great

Welcome back everyone!

In my last post I spoke about the fact that I'm not really a fan of Gonzo in gaming. Now, I'm going to tell you why in spite of my opinion remaining unchanged, I am currently gung-ho about running a revamped version of my homebrew D&D setting, Aerth. Aerth, and The Winghorn Guard (the primary focus of the campaigns set in this milieu) are straight-up Gonzo of the highest order.

So why is this the Great Gonzo?


It isn't! I am! Ha-Ha!


Hey Gonzo! I'm glad you came by.

[Wait...how did you get on the blog? We're on a space station fixed to an interdimensional nexus point. Whatever. I'll look into it later.]

I'm talking to the folks at home about Gonzo gaming, and why I am enjoying the prospect in my new Aerth campaign.

"Well isn't it obvious! Being Gonzo is awesome! You're a boat with no rotor, cast on a sea of possibilities! There are no limits on the horizon - not even the horizon itself!"

Wow. That's a heck of a description. Yeah, that does sound cool...

"You bet it's cool! I am the master of my own destiny! The king of the domain of me. I might decide to launch myself over one of the great pyramids via catapult in a burning barrel! I could free fall from an airplane while juggling anvils, and singing the star spangled banner! No one puts baby in a corner!"

I...huh?

"Sorry, I got carried away with that last part."

Right. OK, but what about about cohesion. What's the thread that holds it all together?

"From a gaming stand point you mean?"

Yeah. I am with you brother. I want to allow for a heaping helping of anything goes, but if anything and everything goes, what stops it all from flying apart? What makes this all one world, one setting, one campaign.

Case it point, I have no trouble seeing a wizard next to an alien with super strength, next to a guy with a bow and arrows in a Superhero game, because the genre is Classic Superheroes and that's a setting that easily fits all that.

Now I am running a D&D style Fantasy game, and if things get too wacky, it stops feeling like Fantasy to me.

"What does it feel like instead?"

Well, it feels like...at best it feels like...Oh.

"Oh?"

It feels like Superheroes.

That's why I am so excited about this campaign. This is my chance to finally run a good Supers game with my Barking Alien Gaming Group. Superheroes hasn't really worked for us in the past because not everyone in the group gets the concept of Superheroes in the same way. Here...

"It isn't Superheroes. It's Fantasy. Gonzo Fantasy. And they get Gonzo Fantasy don't they? But to you Gonzo Fantasy is really..."

Superheroes.

Whoah. Mind blown.

"Haha! Great idea! Hmmm. Maybe I'll figure out a way to do that which isn't permanent. And which somehow includes tapioca."

Um...sounds like a plan. Hey man, thanks. I needed a little help on this particular epiphany, and you were there at the right place, and the right time. I really appreciate it.

"What are friends for? Well, I've gotta fly. I'm taking Camilla to see Civil War."

IMAX?

"Re-enactment."

Gotcha. Have fun.

This is going to work.

AD
Barking Alien