Wednesday, August 17, 2011

Thoughts on The Thoughts of Others

I'm taking a (very small) break from my Smurfs RPG project* to link back to the original theme for this month, my 34th Anniversary Playing RPGs...

Over the last week or two I've seen some posts by other bloggers that have got me thinking about various gaming elements that do and don't work for me over the last 34 years so I figured I'd share (because that why we're all here right?)

First there are the following posts by Oddysey: Post and another post.

I've always liked Oddysey's blog and after reading the first of these two posts, I really wanted to be able to help her. Problem is, I can't seem to figure out how to do that exactly. The area she seems to find difficult is the one that comes most naturally to me and as such I have very few tricks up my sleeve on how to ad lib or improve the next course of activity in a game session. I just do it. It comes so easily to me that (as you may have noticed from posts here and comments on other people's blogs) I actually find stopping or pausing to randomly generate an encounter quite annoying. I don't use random encounter or reaction charts at all and I have to sorta bite my tongue when others use them.


It's as old as gaming itself and some people love to roll randomly for everything but I can't shake my gut reaction, often shouted silently in my head, "What's the matter with you? Can't you just come up with something?!" This goes for looking up rulings in books as well but that's a matter for another day.

I'm ranting a bit. What it really boiled down to for her was being able to answer the following questions...

1. Given where the last session ended (or the circumstances devised for the start of the game), what's a situation that will give the characters (and/or their players) an interesting decision to make?

2. Given the range of likely or possible decisions that could be made, what's the next such situation likely after that? (And after that, and after that, and after that.)

Now that latter of these two questions is a bit too defining for me. I'll wing it when it gets to that. My world(s) are pretty detailed, I know my NPCs, I have the general attitudes and goals of everyone important well worked out but I have not clue what they're going to do until they do it.

The first question is, to me, infinitely more curious. Each session beginning, ending (perhaps) and involving the need for the Players and their PCs to make interesting decisions would seems to me at least to be the lynch pin of a good game. This is simply IMHO mind you but if you, the GM are setting up exciting and/or intriguing quandaries on a regular basis, well the rest of the adventure writes itself. Players start (though somewhat indirectly) guiding what happens next based on the decisions they make. This is most assuredly something I do, though I don't think I've ever considered it in this way.

***

Now, Back to the Dungeon put up a blog post on why it is that some people think dungeons suck. I read the post and had a (thankfully) infinitesimally short and yet infinitely powerful nanosecond of nerd rage. Luckily I resisted posting a comment. Instead I will do so here on my own blog and in a way that I hope Mr. Wolfsbane will realize is not so much aimed at him directly. Oh, Lord Gwydion does a follow up here that, like most of his stuff, is pretty darn cool.

I don't like dungeons. I don't hate them. I just...they don't excite me. They especially don't excite me because it feels like they're all I ever hear about from D&D gamers 24/7/365. A dungeon can be fun. A few can be interesting. After the five billionth one, yeah, I'm a little bored with them.

Also while everyone touts one or the other as special or different, I have rarely seen anything interesting done with them. For ease of mapping it seems they don't even have oddly shaped rooms. The architecure of most cookie cutter, high-rise Manhattan apartments are more interesting than the layout of most chambers in a dungeon.

When Wolfsbane lists ideas for how to liven them up...I guess it's my 34 years here but...seriously...the suggestions are just so basic, so bland. I can only feel that it's not his lack of creativity but the restrictive nature of the dungeon concept that limits what can be done with it. 'Course that doesn't really make sense either. Zak's Gigacrawler idea is pretty wild. As is the Endless Dungeon Hazard from the Japanese TRPG Meikyuu Kingdom. At the same time he lists several suggestions but not examples of them that might make them seem more exciting.

Anyway, this post is already way longer than I intended. My point is, given the choice of running yet another dungeon or say, any other setting, I will likely choose any other setting 9 out of 10 times. The one time I do go with a dungeons it better be freakin' crazy. Or, if I only use them once in a hundred adventures, I guess I could go classic as then the dungeon would seem a change of pace.

AD
Barking Alien

*Seems that the use of Smurf Characters as avatars on the Paizo/Pathfinder forum (and the legality of doing so, jokingly or not) has caused a sudden influx of viewers to my blog as one of the posters linked me. Like quadruple the normal daily amount of views for my last post! I find that hilarious and a bit sad. Why sad? 'Cause the only way you can get people to view a more alternative gameblog seems to be to advertise it on a D&D gameblog. After all, that's where all the gamers are.

Some things never change.

On a related note, I would like to once again remind the powers that be that my Smurfs RPG concept is a work of fan fiction, created for the sole purpose of entertaining myself and other Smurfs and RPG fans. I have no intention of selling it or profiting from it in any way, shape or form. This is for fun. Thanks. A Smurfs Fan.






Tuesday, August 16, 2011

Indescribably Blue

I'm been sick of late and it's slowed down my posting which is quite frustrating to me as I want to talk more about this idea.

I've gone from interested to excited to clearly obsessed with my Smurfs RPG concept and as such, I am preparing to run a campaign of it. The first session, if all goes well, will be this coming Saturday, from 12-6 pm roughly, at the Compleat Strategist in New York City. If you have both the time and an open mind, come on down and Smurf it up.

A few more notes on the setting...

While I intend to have things take place in a fictious kingdom, the guidelines for the campaign region are based on a faux-historical, early 13th century Flanders. While the cities to the North East of the campaign kingdom begin to show increasing trade and prosperity, our own home setting, situated just outside the border of Flanders, suffers under a curse of poor harvests, foul weather, ill livestock and infighting. It is, after all, 'The Cursed Land'.

I will be playing up the faerie angle a bit more, with opponents such as hags, trolls (who've obviously migrated South from Scandanavia and Denmark), Crogue-Mitraine (a particularly frightening french nursey bogey)and even dragons being the real threat Gargamel tries to be but can't quite nail down.

Still, I have some ideas from him as well...

***

On to the rules...right now this is the character sheet:




This is a rough draft. A preliminary sketch if you will. While it does everything I want it to do, it has me wondering, "Do I need Gifts and Connections?"

In Faery's Tale Deluxe 'Gifts' are the magical powers, abilities or whatevers of the various types of fae. Here in the Smurfs RPG however, pretty much everyone has the same chance of doing anything with the except of your Trait, at which you exceed. As always, moments like this get pondering the nature of skills in every game.

Does a fighter need climbing skill? Does a thief really climb better than a fighter. So, you've got a world class mountain climber and a high school guy teacher with not climbing experience of note. The world class mountain climber is definitely going to know more about the proper way to scale Mt. Everest. Let's say that instead of Mt. Everest, both individuals run full speed down an ally and need to climb up and jump over a fence. Is the world class climber's skill going to give them any real advantage?

Hear it's simple if both are Smurfs. They each roll their Body, which both have at 2D. But wait, I forgot to mention the participants in this example are a Smurf and Wild Smurf. Wild Smurf uses his trait of 'Raised By Squirrels' and probably double times it over the fence without braking a sweat. I can live with that.

So your Trait gives you +2D to any roll that involves using it or falls under it's parameters.

Which in turn got me thinking about Clumsy.

Clumsy, Grouchy, Lazy and Greedy...all Smurfs...all Smurfs with essentially negative traits. What if, by taking a Negative Trait, you gain a floating +2D you can put to any action at any time by spending a SMURF point. The catch of course is that the PC whose Smurf has a Negative Trait has to role play it and if he has no successes on a given roll he not only botches (heck everyone can botch) but his botch effects the party or at least those Smurfs smurfing closest to him (or her, but ya'know, it's the Smurfs so they're mostly hims).

So that brings me back to a listing for 'Gifts'. Do I need them? Can I actually run an entire campaign with everything boiling down to three stats and a special trait? The question is somewhat rhetorical...yes, of course I, Adam, can but will this just blow people's minds? Are we gonna need sanity checks on the "I just looked into Cthulhu's sock drawer" level?

I'm kind of torn. I can't believe I am going to say this but I'd like the game's mechanics to have a little more to them than that. Am I right? Hmmm...

As for the rest of it I am looking to rename of a few things.

The
Boons section layout will be changed and expanded. It's going to be for things you have done for someone else or them for you and which one of you needs to pay back the other. I'm also thinking you'd start with a third one that could lead into a new arrangement. OK, like this...

Handy's Boons:

"I built a new oven for Baker. He's going to make me my favorite pie."
"I borrowed some paint from Painter. I need to repaint my roof and give it back."
"Brainy said he found a book about designing better bridges, I could really use that."

So in one case, Baker owes Handy a Boon.
Handy owes Painter a Boon.
Handy wants to talk to Brainy to set up a Boon.


Personal Smurfs are items, things that you own. I want to find a way to create rules, or at least guidelines, for players to have their own Mushroom House, and what it contains.


Maybe a little SMURF point resource management so you can get stuff for your place. Perhaps Judo Smurf wants to add a Dojo or Cowboy Smurf needs a stable out back for his...um...what the heck do Smurfs ride? Ooh, I could take a page or two from my Gnomes book, and he the Smurfs highly involved in the societies of forest animals. Cool.

Charms & Smurf Magic refers to magical items, potions or things you may have found that maybe alchemy ingredients or similarly magically useful.


As far as Connections, originally I intended to make this a relationship mechanic area but now I'm thinking it seems redundant with Boons, which are more fun. Boons as used in the above description, could constantly change, with new ones being added and completed all the time.


OMS! (That's 'Oh My Smurf!' by the way) I love where this game is taking my head but I'm still not finished with the rules and I need to run this on the coming Saturday.

See, setting and adventure ideas - easy. I already have about three dozen of them. Rules? I've barely completed character creation.





I absosmurfly hate rules."

Me too Grouchy. I am with you brother.

Sigh.

More when I figure this out...

AD
Barking Alien





Friday, August 12, 2011

Blue In The Face

The Anatomy of a Smurf...




Blue skin? Check.
Three apples high? Check.*
Says "Smurf" A LOT! Check.


OK, so here's the inside smurf on Smurfs...

I am imagining that Smurfs are a strange sort of Faerie folk, originating, like all fae, beyond the misty veil of dreams. They are brought into being by an ancient, mystical ritual that involves alchemy to some degree. If you'll notice, both Papa Smurf and Gargamel are usually creating potions or items to perform a good deal of their magic. Papa is definitely an herbalist as he often heals injured or sick Smurfs with leaves and ointments. Smurfette was made using blue clay, a recipe like spell and a cauldron.

This also explains Gargamel's sometimes fluctuating objectives...Sometimes he wants to eat them, some times he wants to use them to create a potion that turns things into gold and in the film he believes that creating an elixir out of their essence will make him a more powerful sorcerer.

What if he's right?

A mix of Earthly plants, ancient alchemy and Faerie magic, a Smurf is quite an unusual entity. Maybe a Smurfs' essence (or life force if you will) can be used to create a reliable Philosopher's Stone. Process the essence another way (same main ingredient, different recipe) and it can increase your magic powers or make you live forever (Immortality being another power attributed to the Philosopher's Stone). Eat them directly, while a crude method to be sure, and some of their essence must surely be transferred to the consumer.


Surely.

***
 
The base rules I am using here are my variant set for Faery's Tale Deluxe, which only seems apropos considering the subject matter.

So the stats remain Mind, Body and Spirit, with each starting at 2D (two six-sided dice) as per Blacksteel's suggestion. Coincidentally, that is the stat breakdown of a Brownie in Faery Tale Deluxe. Not too far off in my opinion.

The figured stat of Essence is simply perfect. A Smurf's 'Essence' is mentioned continuously. I use Essence as Life and the final resort to turn to when you've lost your 'Glamour' (my additional stat) in Faery's Tale Deluxe. But that doesn't quite work here. Instead, you have your SMURF (or Smurf Points if you prefer). When you want to do anything that will require a special effort, when you want to add extra effort to a mundane task or when you get hurt, you spend a point of SMURF.

Can you see it?

GM: "It looks like the damn is about to break. As the water begins spilling over the lip of the damn, the sound of stressed wood begins to echo in your ears."

Hefty: "I push against the damn and hold it so Handy can get to work fixing or bracing it."

GM: "You...hold back a river with hands the size of peas?"

Hefty: "You bet your smurf I do. I SMURF my Body roll."

GM: "Wow. Good luck you brave, crazy Smurf."

Now as far as Gifts (the magical abilities that faeries come with in FTD) go, here in the Smurfs RPG you get but one. It is one that is directly linked to your character's identifying trait. When performing an action, skill or whathaveyou that falls under this trait, you can perform it with no penalty and one success under normal conditions. You may need to spend a SMURF to perform it under unusual or dangerous conditions or to perform it at an abnormal level of quality. Spending three SMURF would enable you to perform almost magical effects or complete a normal task when plummeting toward the ground, avoiding eagle attacks, while on fire.

I intended on adding some additional info and game mechanics linked to Risus but as of now I can't decide exactly how I want to approach it. I'm going to think on it and get back to you all very soon.
I highly recommend checking out Faery Tale Deluxe for the full details on the rules.I intend to do quite a bit of additional reading and research on the flora and fauna native to the region, as well as more stories from French faerie folklore. I've gone from screwing around with this crazy idea to actually wanting to run this. You'll see why soon enough... In a moment, we make a Smurf PC and look at the world of the Smurfs that lies beyond the Smurfs.

AD
Smurfing Smurf


*"Three Apples High" is a French colloquialism meaning very, very small. The American equivalent would be, "Knee high to a grasshopper." It was not intended to be an accurate measure of how tall they are. However...a number of fans have noted that Europeans crabapples are much smaller than their American cousins and if you stood three of them up on top of each other you would be pretty close to Smurf height.

Also, I just wanted to smurf that this RPG is a smurfy work of Smurf fan fiction and as such is not intended to smurf on any copyright or trademark of the those who hold such things for the Smurfs. This game is for smurfing fun only. It will not be sold and a will not make a single smurf off of it. If however, the powers that smurf want to smurf an official Smurf RPG, please smurf me at BARKINGALIENatGeeMailDOTcom.

Thanks for not suing the smurf out of me. :)





Blast From The Past - My First Star Trek Character

This is an easy one and a relatively short post considering my love of Star Trek and gaming in that universe.

You see, I mentioned him in some detail already a
long time ago, in the days when my blog barely received any views. T_T

I even posted a picture of
him.

I have since changed his name from Sh'Hasta to Ch'Hasta in keeping with the expanded universe naming conventions tied to the four genders of Andorians.

I guess I have a thing for blue people.


Back to the Smurfs right after this,

AD
Barking Alien




Thursday, August 11, 2011

My Blue Heaven



Sorry it's taken me so long to continue with this post and the last but I am totally wiped out from work and what appear to be allergies. I've never really had serious hayfever or pollen allergies but damn if I am not feeling like they've joined forces and hit me with some kind of combo attack.

So...where were we? Ah, Grandpa, Nanny, Papa and what my theory on the nature of Smurf existence does for a Smurfs campaign...

Let's say it's the 8th century and a dark curse has been placed over this small kingdom nestled somewhere in the region of French Belgium.




A good natured wizard tries to summon forest spirits to counteract the black magic. Low and behold, fading into view in the morning mist is a village of mushroom cottages. In the moment it takes the old wizard to catch his breath at this wonderous site he thought might only be legend, a tiny, blue skinned man with a beard comes out of one house. This is Papa Smurf (actually Grandpa but Papa at the time).

Using his mystical powers and his keen insight into the true hearts of Humans, Papa determines this man and his plight worthy of help. He summons into being 99 near identical blue, male fellows with phrygian caps. The Smurfs.

The Smurfs and the Wizard have many exciting adventures but all too soon the village fades back into the mist.

This happens oft and again many times through the centuries. Sometimes a wizard will summon the Smurfs only to pass on or be felled by evil. Perhaps his apprentice can summon them. Indeed! But alas, his power is not strong enough the first time he tries and they fade too quickly.

Now I see Papa/Grandpa as a shrewd and adventurous fellow. What if he gives an allied
mage the formula and incantation to create a female Smurf. Why? Papa/Grandpa knows their time on this Earth is limited (in a quite literal fashion) and he needs help raising the 99 Smurfs so that they can help fight the dark forces of the Cursed Land. This is my personal idea for the origin of Nanny. Grandpa wanted a Nanny Smurf and got someone to make one. Unfortunately, it's entirely possible this spell fell into the wrong hands and/or was lost. This is how Gargamel was able to create Smurfette.

Eventually, Papa/Grandpa discovers The Long Life Stone (called The Life Long Stone in some translations - I actually like that better), the magical crystal that maintains the Smurfs' long lives in the mortal world (time is different in Faerie), needs to be magically recharged. So, he officially takes the name Grandpa, dubs the most magically gifted of his Smurfs Papa (the Papa Smurf we all know and love) and he (Grandpa) leaves the village on his quest to empower the stone once more. Nanny follows him but gets lost, eventually becoming trapped
in the enchanted Castle Captor.

The next time the village fades, Grandpa is no where near it (and neither is Nanny). Having walked beyond the Cursed Lands, Grandpa does not disappear when the Mushroom Village returns to the realm of the Fae.


The coming and going of the village is a great frustration to Papa Smurf. He wants his little Smurfs to learn and grow. Luckily, an encounter with a young knight-squire from the nearby kingdom and his court jester friend give Papa Smurf (and the Smurfs) a chance. Apparently, a magically flute, originally created by the Smurfs, has been stolen by a wicked rogue. The Smurfs need to create a new one to counter the originals effects. As told in, The Smurfs and The Magic Flute.

Now my thinking is that this was the first step toward weakening and eventually getting rid of the curse plaguing the Curse Lands. The more victories for good, the more good done, the weaker and less powerful the dark powers become.

So this makes a Smurf RPG campaign one part light-heart comedy in the smurfiest of Smurf traditions, one part classic Medieval Fantasy campaign and one part fairy tale/folklore game. Basically, it's Perfect!

I can easily see the PCs as being heretofore unheard of Smurfs sent on various missions by Papa Smurf, Grandpa or even other Smurfs who really need their help. Even various woodland creatures or other faeries or magical entities like Wood Nymphs, Mother Nature or Father Time.


Perhaps they are privy to the workings of the court of the local kingdom since they can easily sneak in to the castle undetected (or at least difficult to detect). Mix in a bit of real world history and you've got Ars Magica with Smurfs!

OK, next up - the actual game rules!

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Barking Smurf