Thursday, 19 July 2018

A Princess Goes Treasure-Hunting With Her Best Friends 4Eva!

So, I think we got another player into RPGs, the youngest in Bulgaria.
She's 6 years old, and she's my daughter.
Unlike many people, her first game isn't D&D, because her mother Refereed (if you think I dislike D&D, you should realize I'm quite moderate in comparison - though as a Referee, Elitza's mother doesn't care all that much about the system).
Actually, the system is a mix based on Zenobia by Paul Elliott. Meaning, Zenobia provides all the rules except character generation.
The character generation is based on a mix of Traveller's skills and attribute system, but generated using the Playbooks and Threat from Beyond the Wall". There's a Blighted place outside of the Village and Castle/Manor.
(She's using Nobleman's Wild Daughter, I'm one of her best friends - the Village Id...I mean, Hero she grew up with. Her aunt is also playing, she's the local witch's apprentice who talks to animals or some other boring magic shit. But at least the witch's apprentice has persuaded a wandering swordsman to show them some tricks with a sword...she's not a complete loss! Plus, she's a friend.
The daughter's character, on the other hand, knows I doubt my worthiness as a hero!
BTW, These Details Were Provided For You By The Awesom Beyond the Wall Playbooks!)

Bottomline: my daughter is playing a Princess, and we're her friends accompanying her on a quest to find a lost treasure! We already passed near a Magic Lake. A Giant Talking Turtle gave us a quest to bring her a chestnut of the tallest tree from a meadow that we're going to encounter after we pass through the forest. In return, the Giant Talking Turtle got us through the lake on her back.
Once there, we made camp, they gathered berries and mushrooms, and we made soup. I mostly kept the fire going (and provided the kindling).
Then we got to sleep, and during my watch, I detected something that was, maybe, approaching us covertly in the bushes. Of course, I imitated going to take a piss, and stabbed it with my trusty spear!
Took the piss right out of a goblin. And got jumped by the other four.
That's when I raised the alarm, while keeping my distance. We killed them in a fight with some lucky dice. Don't think anyone was even hurt.
Any of us, I mean.

On the morning, we heard the calls of a dwarf who had fallen in a ravine. Now, when I say a dwarf, I do mean a dwarven-dwarf, small and short-legged...think "hobbit miner", or "Santa Klaus helper". So keep in mind it couldn't get out alive, but to us, it was a kid's game.
We saved it, of course. It turned out he was looking for a very special stone...not some mere diamond - they were digging those out of their mine - but a whetstone. Those picks ain't sharpenin' themselves, it seems.
It thought it was seeing a natural whetstone, actually, but then tumbled and fell in the ravine.
So, reacting quickly, I traded it my whetstone for a diamond! Hey, Stephan might be a simple village boy, but he knows a good trade when he sees one...
The dwarf also told us that the "meadow" where we could find the chestnut isn't a natural one, but a magical clearing, prairies-sized. The Little Fairies lived there, in the Giant Flowers.
And they've created the Three Giant Eagles to protect their flowers by killing any animals that went to the meadow.
Sick bastards, those fairies.

After giving us that info, the dwarf left. I searched for the whetstone he'd spotted, and after finding it, had earned a diamond for basically nothing. A good deal, I'm telling you!
We made plans, but the current one is to go to the Magical Meadow during the night, and to negotiate passage with the fairies.

Fun fact: the daughter totally refused to start playing until and unless we provided her with a miniature to represent her character!
So she got a paper miniature, because all of us were able to help preparing that (and we've got a printer at home).
Then she demanded we should also have miniatures for our characters.
We took some of her dolls. Which means our Village hero is some kind of bug-man, and the witch's apprentice is some Disney princess I can't identify...
Miniatures are alive with the new generation, it seems! And even Theater of the Mind people like me and her mother bow to the demands of the New Generation.

Thursday, 12 July 2018

What do you know...

I actually got a reply to my previous post regarding the political situation in the USA!
Actually, that's two replies. The one I'm going to post I've received via PM on a forum I frequent. Because the poster said he can't post a comment, for some reason...
(I just tried to reply on the other comment, which was hugely amusing. No luck. How do you lock yourself out of commenting on your own blog? Either way, it seems quite likely he was unable to post.
If anyone else encountered the same problem, I'm sorry! Will try to fix it, too, though I'm no expert.)

Still, here's Frank Mueller's reply. I'm quoting with minimal editing (mostly new paragrpahs, which I think were lost during the copy and paste).

"Perhaps not the 1860's, so much as the 1850's, and then the War in Missouri in the '60's

The main war during the ACW, was regional and despite the protestations of some, it was about slavery - and in support of Asen's original thesis, just [like] the current President, Democrats of Lincoln's day didn't even wait for him to attain office to decide that they just knew that he was going to ruin their world, before he'd even had a chance to act.

Today's American division is far less a matter of region, and more of a neighbor vs. neighbor and brother vs. brother divide, the way "Bloody Kansas" was divided in 1854 by the Douglas Kansas-Nebraska Act. I used to live twelve miles from the place where John Brown lead six of his neighbors down to a creek where he decapitated them with a broadsword. 35 miles north was the site where pro-slavery Missourians trapped a group of Free State men in a school house. They blasted them out with a cannon.
Once the War started, Kansans called Jayhawkers would form vast companies of raiders to pillage Missouri homes of Union and Confederate alike, while in Missouri itself, neighbors and relatives alike would murder one another by night and broad daylight alike over politics. Missouri Bushwackers would wear Union uniforms and ride around and shoot any civilian that tried to 'helpful to them Yanks', while the real Unionyroops would march about and punish those who weren't helpful by burning their homes.
No part of America was torn apart like Missouri was, and that's what we're walking into. I see old pictures of the Civil war in Lebanon in the 70's and wonder not if, but when that happens to our cities. Beirut was once a beautiful city. By the mid 80's it looked like some dystopian Sci-Fi end of the world set.
But the really desperate part is, I no longer see a way out. We have become two separate peoples, and contrary to what some would say, diversity is not strength, unity is. Not unity of color, but unity of culture and belief. If we could find a way to separate into our respective people's and just go our own way, civil war might be avoided, but I've yet to see that kind of maturity on either side.
So hunker down my fellow Americans, teach your children good principals and Survival, and pray like your lives depend on it, because they do.

Frank Mueller"

Well, I just got a lesson in American history.
But then this actually supports my original gut feeling. Though I can't say I'm glad to have confirmation.

Tuesday, 10 July 2018

The political climate in the USA and the 1930ies

I swear, the next time I see any Internet "expert" comparing the situation in the USA to the 1930ies, I'm just closing the tab!
My friends in the USA: you shouldn't be afraid of comparisons with the 30ies. It's simply not the right comparison.
But you should be worried. And, I don't know, take some kind of measures.
Because the right comparison with a time in American history is with the 1860ies.
Yes, the way I see it, your nation is that divided. I hope you'd prove me wrong, or at least that you'd prove that you've learned better conflict management.

That's all for today.

Sunday, 1 July 2018

Do you have "secret shortcuts" for grokking the way to roleplay particular concepts?

Sometimes we, especially as Referees, roleplay people we've got a hard time understanding with our usual logic (whether it's elves in Glorantha, or Fair Folk in Exalted, or inquisitors who are genuinely concerned about their victims...)
So, how do you go about it?

My example is the Fair Folk in Exalted. My secret is that I model them after "dirtie hippie storygamers playing a traditional game and trying to get their schtick to apply".
Yes, the Fair Folk are the guys and gals who pick a genre and try to behave like the heroes and heroines. And expect the game to accommodate them by inserting the tropes.
And are then disappointed when my NPCs seldom do.

What are your secrets?

Monday, 25 June 2018

It was a good day, Gaming-wise!

It was a good day...
-Finished my gladiatorial mini/skirmish game. That one might see the light of day...

-Started what should be the final form of my setting (which I actually plan to publish...possibly in Bulgarian and in English).

-Continuing work for a beta-test I'd promised to conduct.

-Found some materials which would make running my Legends of Steel campaign (even) easier.''

And of course, dealt with my regular job. But yeah. Overall, great day for gaming!

So, what's the moral of this story?
Well, I guess everyone can draw his or her own conclusions. But if you want the moral I took from all of it, here it is:

"Thou shall begin your day with NSFW activities as often as possible!"

...

I'm now thinking more tales should come with a practical moral like this. (And of course, the original tales like Red Riding Hood actually did).

Thursday, 7 June 2018

Realistic historical healing

When we speak about historical settings,we often point that an infected wound would be the end of a character. Thus, people conclude, PCs that actually fight "need" access to magic healing, or an unrealistic damage system.
For quite some time, I was accepting this opinion and believing that "people in the past were just that tough they survived".
Then I remembered actual historical stories, and it didn't fit, but I wasn't in the mood to use stories as proof.

Last week, a wound on my leg (about 5 cm long and wide, but shallow) got infected. In fairness, everything would get infected with 5 days of neglect...but it was a time of great stress, so I had no time to visit the doctor. You know, like it routinely happens with PCs in games?
I recovered using nothing but herbal remedies, and an unguent my wife prepared from different kinds of food - no, I'm not kidding you - and which drew the pus from the wound. Then the herbal remedies kept it clean and disinfected it enough for it to recover.
I doubt any modern medicine would have done (much) more than that...in fact, it got infected while I was treating it with modern disinfectants!

All the herbal ingredients are easily found where I live (I don't know the names in English of most of the herbs, though I remember my Granny showing me some of them and explaining they are good for burns, or for infected wounds). The unguent can easily be prepared in any agrarian setting.
Another "truism" against historical gaming was put to rest, in my book.

Tuesday, 5 June 2018

Reviews (and a solution) of Kuro: Makkura and Kuro: Tensei

A short explanation: I decided to cover Kuro: Makkura (a.k.a. The Not-So-Great Kuro Campaign) and Kuro: Tensei (a.k.a. the "Where's my kewl powerz?" supplement) in a single post. Why?
They're meant to be linked...chronologically, even. You introduce Tensei after you play through Makkura.

OK, first we're going to talk about the presumed Kuro Campaign...a.k.a. What Asen Doesn't Like About Kuro.
Yes, I'm serious. But it's still presumed you'd be using it...no, don't tell me it's not - everything even in the corebook points you in that direction. The adventure in the basic book is part of it, and you basically have to play through Kuro: Makkura to get to Kuro: Tensei!

SPOILERTIME:
The Incident, the Blockade - they're both parts of it. And they're part of the reasons the setting is what it is.
/SPOILERTIME

So...this won't be the usual review. Instead, I'm going to talk a bit about the campaign, and a lot more about how to salvage it.
Yes, it's that bad, speaking from experience. I've run part of it (readers of my blog can remember that this is one of the very few campaigns I've tried to run...and it's also one of the reasons I'm not actively looking for other people's campaigns).

So, what is the campaign.
It begins with the adventure in the corebook (mandatory - you introduce recurring NPC there), and continues. The point is to get increasingly deeper in the occult world of Shin Edo.

SPOILERTIME 2!
So, first the characters are kidnapped by terrorists and save themselves or are saved, not without the help of an AI (or is it an AI?) they meet in the next building - a laboratory - after the terrorists blow up the floor.
Then they chase a murderer who's obviously not merely human.
They try to save missing students and find themselves in a demon's realm.
Then various shenanigans ensue. OK, that part isn't exactly spoiler-worthy. Oh, and more recurring NPCs are introduced!
FWIW: all the 7 adventures are keyed to the days of the week.
And then they have to chase the demons to prevent a great evil from appearing....but they fail (no questions here).
And then they have the option to return to ordinary lives, or become avatars for the kami who were their ancestors, and to fight demons (though not with this exact wording). You know what PCs are going to pick, right?
(The question, though, is asked as "Do you want to live or die?"
/SPOILERTIME 2!

What's bad about the campaign?
It's frigging linear. Like, I've read a short story ("Regret With Math", by Greg Stolze) that was less linear.
And this is supposed to be a game. But you can change nothing.
If I had to guess what the authors were thinking, it would be something like this...
"The players aren't going to read all about the setting (arguably true in some groups). So, the characters have to reach from A to B by clearing middle points C, D, E, and F, and by the kami, they're going to do it! And the players are going to get immersed in the setting in the process! Those baka players just need to pay attention to the scenery as the train is passing!"
Ahem, maybe not quite like this, but it's what I imagine - not what happened.

Now, for those without the game, and for everyone who might think I'm exaggerating: The adventure in the corebook is, like, the worst example of a glorified railroad you can think of. Or, quite possibly, worse than that!
I mean, it is fully linear. You can't, by design, stray in any direction - short of dying deliberately against obviously superior forces (NPCs with assault weapons and power armour, while the characters are unarmed...exactly how stupid do you have to be in order to stay and fight?) It gives you TNs for checks and stats for NPCs that are going to be fighting. And it also gives you an explanation why, if you fail the checks and have the mind to run, you're still going to pass - and the NPCs couldn't chase you!
Though admittedly, there are brighter moments in the campaign...like the Darkness Demon, amusingly enough. At least you could die for something other than bad dice rolls.
Verdict: Kuro is a great game, and well-researched, but the campaign basically makes all its potential unnecessary, except as a combat engine!

What's good about the Makkura campaign? Why is it even worth salvaging?
The campaign is exactly as bad as it seems, while the game and the setting are exactly as great as they seem. But it is a good way to showcase the setting, and to introduce its darker parts, and unknown beliefs - step by step.
So, how to combine it with an actual, you know, game (where, by definition, your decisions should be able to change the outcome)? I have a solution!
Here's what I actually did, and I'd recommend the same to you as well. It's the adventure in the corebook (yes, that same one) that gave me the idea...
Remember, it is fully linear. So, obviously the authors wanted to tell you this as a story. Should I rewrite it with much effort, or should I run a railroad? "No way" to both, I said.
Instead, I allowed them to do exactly what they wanted (and I recommend you doing the same). I told the players the story.
So, listen: the game begins less than a week after the corebook adventure. The PCs meet and introduce each other, but you tell them that they know each other.
At this point, let the players introduce the PCs.
And then tell them the first adventure as a cut-scene: "Three days ago, you met at the bank that was attacked by terrorists and survived together. Worse, some things you found while escaping point to you that you're all related in some ways! At the least, your names are all on a list." (Also refer to the spoileblock).
Then I read them how the adventure was going to go anyway.
(The players, of course, asked: "why aren't we playing through this?" They were assuming they might do something that might change the events, the poor souls...
Me: "Because it's a total railroad and I can't stand to run it, nor do I have the time to re-write it basically from scratch. And when I say this, I mean it doesn't matter what you're going to try and do").
Then you serve them the actual adventure. See the parts with "adventure seeds" (after the adventures in the campaign, titled "Continuing the Day of..." and on p. 183 of the corebook)?
Those are almost as good as the actual campaign is a failure (for me, at least). They give you suggestions, point out what info about the setting they're meant to introduce, what to focus on...
They are even grouped, so you could pick one depending on the party composition!
So, I'd read each adventure in the campaign as a cut-scene (barring maybe 3 of them, but probably less). The rest of them, and that's the majority unless you're willing to do a lot more work than me, you introduce as cut-scenes.
Remember, they're meant to evoke a mood and progress a plot. Let them do it!
Then you use what you've actually got, and run the adventures that are obvious in the adventure seeds!
And you can decide to stop after some of the events - especially if you don't want to get into playing Kuro: Tensei (where the game becomes less of a horror and more of a supernatural technothriller in a dystopian future...like Eric van Lustbader on steroids. I mean, his ninja guy never met the Japanese Emperor...)
Also, the events from Makkura, which are meant to pre-date Tensei, need never happen - unless the group would like that! Just because you're using them as background, doesn't tie you to that turn of events.
You can even play Tensei without the kami returning in such a spectacular fashion...they players have been considered "worthy", and got a kami's attention. Period. Like so much else in the game, it's a mixed blessing...
Or they might decide to continue the same way as before, without the Ki Powers in Tensei. Personally, I'd love that!
And you know best what your group would like.

Tensei
So, maybe you played Makkura, or maybe you're introducing just Tensei. Either way, it's assumed that a kami (a spirit of a Japanese hero) has merged with your character. It's not possession, see - you're their descendent, so it's obviously fine!
But no matter, the point is that mechanically, you're introducing Kewl Powerz. (And narratively, you're now becoming one of the movers and shakers...while in-world, your PC is now indeed apart from the common man - or woman - at the street, and risks forgetting who he or she used to be in the 21st century).
Oh, and you now have the option to play one of the Onimachines. Get the supplement to learn what those are...

One of the options is Musashi Myamoto, BTW. Other options are Abe no Seimei, Himiko, Lady Tomoe, Kusunoki Masahige and Saito Musashibo Benkei. I liked the spread. (And I like even more that Musashi is NOT the Samurai archetype. He's a Duelist, the samurai is Kusunoki Masashige).
They all give you access to different abilities. For example, all the warriors except Benkai give you only the techniques Kekkai and Okuden - while Himiko, the Miko archetype, gives you access to Divination, Kagenie, Kamitsuki, Kekkai, Kichiyose, and Kuji-Kiri.
Kekkai, for example, are "areas of supernatural purity, where the supernatural cannot harm innocents". The PC(s) and your opponent(s) simply disappear, and fight in a place with no bystanders (unless you want to protect those...them dying leads to Taint), but with all the structures that were there. Anyone who dies there, is dead, but that's it. You can blow the Emperor's Castle, but no
They've got different "Sacred Gimmiku", different ways to recover Ki, allow you to use different items and amulets. The only thing they have in common: the closer you get to "your" kami, the less human you become - and the more powerful.
And since I know you want it, here's the list of "powers".
Divination (duh!)
Kekkai (see above)
Kagenie (the ability to create a paper doll that augments someone's abilities)
Kami-Tsuki (summoning kami to control things around you, like the kami of a house, a car, or whatever)
Katatagae (teleportation)
Kuchiyose (summoning protective spirits)
Kuji-In (using 9 magic rituals to augment your abilities, cure ills, become invisible to impure beings, or throw energy attacks)
Kuji-Kiri (using the raw power of Kuji-In - regardless of whether you know Kuji-In itself - to generate a terrible energy attack)
Maboroshi (wounding your opponent with terrifying illusions woven from Ki)
Okuden (create weapons of energy or inject existing ones with Ki to improve them)
Shinobi ("the originus of the occult knowledge of assassins, ninja and hinin spies", this Technique modifies your body, changing it to fight or fool an enemy - and it is enhanced by having Taint).


Even more importantly (meaning, I don't see any reason not to use those rules and information in the game before Tensei), you get an in-depth explanation of Purity and Taint, and ways to remove the latter. In fact, I believe this should have been in the corebook!
There's also a chapter detailing which regions of Japan are more or less tainted and what it means for those visiting it or living there. The Shin Edo (the New Tokyo capital, remember?) is given its own chapter.

There is a list of the different factions of supernatural creatures, and stats for some of the supernatural creatures (but fair warning: without the options in Kuro: Tensei or really damn heavy cybernetics, you're toast against one of the weak ones, like Okami-Otoko, or Ybao-Kuni).

There's two adventures. What was said about Makkura, applies here as well, in spades. Except there are no Adventure Seeds.
That's fine, though. The whole book is one giant adventure seed - especially the parts about Taint!

For obvious reasons, I'm not going to rate Makkura.
Tensei gets the following ratings from me:
Style: 5/5
Mechanics: 5/5
Setting: 5/5
GMing advice: N/A
Adventures: N/A